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<div class="title">ModelExporter.h</div>  </div>
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<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno">    1</span>&#160;<span class="preprocessor">#pragma once</span></div><div class="line"><a name="l00002"></a><span class="lineno">    2</span>&#160;</div><div class="line"><a name="l00003"></a><span class="lineno">    3</span>&#160;<span class="preprocessor">#include &lt;assimp/scene.h&gt;</span>       <span class="comment">// Output data structure</span></div><div class="line"><a name="l00004"></a><span class="lineno">    4</span>&#160;<span class="preprocessor">#include &lt;assimp/Exporter.hpp&gt;</span>  <span class="comment">// C++ exporter interface</span></div><div class="line"><a name="l00005"></a><span class="lineno">    5</span>&#160;</div><div class="line"><a name="l00006"></a><span class="lineno">    6</span>&#160;<span class="preprocessor">#include &lt;glm/gtc/epsilon.hpp&gt;</span></div><div class="line"><a name="l00007"></a><span class="lineno">    7</span>&#160;</div><div class="line"><a name="l00008"></a><span class="lineno">    8</span>&#160;<span class="preprocessor">#include &lt;array&gt;</span></div><div class="line"><a name="l00009"></a><span class="lineno">    9</span>&#160;<span class="preprocessor">#include &lt;cassert&gt;</span></div><div class="line"><a name="l00010"></a><span class="lineno">   10</span>&#160;<span class="preprocessor">#include &lt;sstream&gt;</span></div><div class="line"><a name="l00011"></a><span class="lineno">   11</span>&#160;<span class="preprocessor">#include &lt;vector&gt;</span></div><div class="line"><a name="l00012"></a><span class="lineno">   12</span>&#160;</div><div class="line"><a name="l00013"></a><span class="lineno">   13</span>&#160;<span class="preprocessor">#include &quot;geometry/AssimpProgress.h&quot;</span></div><div class="line"><a name="l00014"></a><span class="lineno">   14</span>&#160;<span class="preprocessor">#include &quot;geometry/ExportType.h&quot;</span></div><div class="line"><a name="l00015"></a><span class="lineno">   15</span>&#160;<span class="preprocessor">#include &quot;geometry/Geometry.h&quot;</span></div><div class="line"><a name="l00016"></a><span class="lineno">   16</span>&#160;<span class="preprocessor">#include &quot;geometry/GeometryProgress.h&quot;</span></div><div class="line"><a name="l00017"></a><span class="lineno">   17</span>&#160;<span class="preprocessor">#include &quot;geometry/PolyhedronData.h&quot;</span></div><div class="line"><a name="l00018"></a><span class="lineno">   18</span>&#160;<span class="preprocessor">#include &quot;geometry/Triangle.h&quot;</span></div><div class="line"><a name="l00019"></a><span class="lineno">   19</span>&#160;<span class="preprocessor">#include &quot;geometry/TrianglePrimitive.h&quot;</span></div><div class="line"><a name="l00020"></a><span class="lineno">   20</span>&#160;</div><div class="line"><a name="l00021"></a><span class="lineno">   21</span>&#160;<span class="keyword">typedef</span> <span class="keywordtype">size_t</span> colorIndex;</div><div class="line"><a name="l00022"></a><span class="lineno">   22</span>&#160;</div><div class="line"><a name="l00023"></a><span class="lineno">   23</span>&#160;<span class="keyword">namespace </span><a class="code" href="namespacepepr3d.html">pepr3d</a> {</div><div class="line"><a name="l00024"></a><span class="lineno">   24</span>&#160;</div><div class="line"><a name="l00026"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html">   26</a></span>&#160;<span class="keyword">class </span><a class="code" href="classpepr3d_1_1_model_exporter.html">ModelExporter</a> {</div><div class="line"><a name="l00027"></a><span class="lineno">   27</span>&#160;    <span class="keyword">const</span> <a class="code" href="classpepr3d_1_1_geometry.html">Geometry</a> *mGeometry;</div><div class="line"><a name="l00028"></a><span class="lineno">   28</span>&#160;</div><div class="line"><a name="l00029"></a><span class="lineno">   29</span>&#160;    <a class="code" href="structpepr3d_1_1_geometry_progress.html">GeometryProgress</a> *mProgress;</div><div class="line"><a name="l00030"></a><span class="lineno">   30</span>&#160;    std::vector&lt;float&gt; mExtrusionCoef;</div><div class="line"><a name="l00031"></a><span class="lineno">   31</span>&#160;</div><div class="line"><a name="l00032"></a><span class="lineno">   32</span>&#160;   <span class="keyword">public</span>:</div><div class="line"><a name="l00033"></a><span class="lineno">   33</span>&#160;    <a class="code" href="classpepr3d_1_1_model_exporter.html">ModelExporter</a>(<span class="keyword">const</span> <a class="code" href="classpepr3d_1_1_geometry.html">Geometry</a> *geometry, <a class="code" href="structpepr3d_1_1_geometry_progress.html">GeometryProgress</a> *progress) : mGeometry(geometry), mProgress(progress) {}</div><div class="line"><a name="l00034"></a><span class="lineno">   34</span>&#160;</div><div class="line"><a name="l00036"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#a4fd1351a4fb5634b761f1693206e0a1d">   36</a></span>&#160;    std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; <a class="code" href="classpepr3d_1_1_model_exporter.html#a4fd1351a4fb5634b761f1693206e0a1d">createScenes</a>(ExportType exportType) {</div><div class="line"><a name="l00037"></a><span class="lineno">   37</span>&#160;        <span class="keywordflow">switch</span>(exportType) {</div><div class="line"><a name="l00038"></a><span class="lineno">   38</span>&#160;        <span class="keywordflow">case</span> ExportType::Surface: <span class="keywordflow">return</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#aebf51f53d44f88e180a63900aedd386c">createPolySurfaceScenes</a>(); <span class="keywordflow">break</span>;</div><div class="line"><a name="l00039"></a><span class="lineno">   39</span>&#160;        <span class="keywordflow">case</span> ExportType::NonPolySurface: <span class="keywordflow">return</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#a31cfba9f522ed35f2f25e1d88f5c0291">createNonPolySurfaceScenes</a>(); <span class="keywordflow">break</span>;</div><div class="line"><a name="l00040"></a><span class="lineno">   40</span>&#160;        <span class="keywordflow">case</span> ExportType::NonPolyExtrusion: <span class="keywordflow">return</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#aaf14c84e428fce47a5aefd330218e0c8">createNonPolyScenes</a>(); <span class="keywordflow">break</span>;</div><div class="line"><a name="l00041"></a><span class="lineno">   41</span>&#160;        <span class="keywordflow">case</span> ExportType::PolyExtrusion: <span class="keywordflow">return</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#a1e9c64e2f9dd0482f3216ff9cfd016f3">createPolyScenes</a>(<span class="keyword">false</span>); <span class="keywordflow">break</span>;</div><div class="line"><a name="l00042"></a><span class="lineno">   42</span>&#160;        <span class="keywordflow">case</span> ExportType::PolyExtrusionWithSDF: <span class="keywordflow">return</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#a1e9c64e2f9dd0482f3216ff9cfd016f3">createPolyScenes</a>(<span class="keyword">true</span>); <span class="keywordflow">break</span>;</div><div class="line"><a name="l00043"></a><span class="lineno">   43</span>&#160;        <span class="keywordflow">default</span>: P_ASSERT(<span class="keyword">false</span>); <span class="keywordflow">return</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#a31cfba9f522ed35f2f25e1d88f5c0291">createNonPolySurfaceScenes</a>();</div><div class="line"><a name="l00044"></a><span class="lineno">   44</span>&#160;        }</div><div class="line"><a name="l00045"></a><span class="lineno">   45</span>&#160;    }</div><div class="line"><a name="l00046"></a><span class="lineno">   46</span>&#160;</div><div class="line"><a name="l00048"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#a0521b274720d0ad6beeaae466718fa45">   48</a></span>&#160;    <span class="keywordtype">void</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#a0521b274720d0ad6beeaae466718fa45">saveModel</a>(<span class="keyword">const</span> std::string filePath, <span class="keyword">const</span> std::string fileName, <span class="keyword">const</span> std::string fileType,</div><div class="line"><a name="l00049"></a><span class="lineno">   49</span>&#160;                   ExportType exportType) {</div><div class="line"><a name="l00050"></a><span class="lineno">   50</span>&#160;        Assimp::Exporter exporter;</div><div class="line"><a name="l00051"></a><span class="lineno">   51</span>&#160;</div><div class="line"><a name="l00052"></a><span class="lineno">   52</span>&#160;        <span class="keywordflow">if</span>(mProgress != <span class="keyword">nullptr</span>) {</div><div class="line"><a name="l00053"></a><span class="lineno">   53</span>&#160;            mProgress-&gt;resetSave();</div><div class="line"><a name="l00054"></a><span class="lineno">   54</span>&#160;            mProgress-&gt;createScenePercentage = 0.0f;</div><div class="line"><a name="l00055"></a><span class="lineno">   55</span>&#160;        }</div><div class="line"><a name="l00056"></a><span class="lineno">   56</span>&#160;</div><div class="line"><a name="l00057"></a><span class="lineno">   57</span>&#160;        std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; scenes = <a class="code" href="classpepr3d_1_1_model_exporter.html#a4fd1351a4fb5634b761f1693206e0a1d">createScenes</a>(exportType);</div><div class="line"><a name="l00058"></a><span class="lineno">   58</span>&#160;</div><div class="line"><a name="l00059"></a><span class="lineno">   59</span>&#160;        <span class="keywordflow">if</span>(mProgress != <span class="keyword">nullptr</span>) {</div><div class="line"><a name="l00060"></a><span class="lineno">   60</span>&#160;            mProgress-&gt;createScenePercentage = 1.0f;</div><div class="line"><a name="l00061"></a><span class="lineno">   61</span>&#160;            mProgress-&gt;exportFilePercentage = 0.0f;</div><div class="line"><a name="l00062"></a><span class="lineno">   62</span>&#160;        }</div><div class="line"><a name="l00063"></a><span class="lineno">   63</span>&#160;</div><div class="line"><a name="l00064"></a><span class="lineno">   64</span>&#160;        std::string assimpFileType = fileType;</div><div class="line"><a name="l00065"></a><span class="lineno">   65</span>&#160;        <span class="keywordflow">if</span>(fileType == <span class="stringliteral">&quot;stl&quot;</span> || fileType == <span class="stringliteral">&quot;ply&quot;</span>) {</div><div class="line"><a name="l00066"></a><span class="lineno">   66</span>&#160;            assimpFileType += <span class="stringliteral">&quot;b&quot;</span>;  <span class="comment">// binary</span></div><div class="line"><a name="l00067"></a><span class="lineno">   67</span>&#160;        }</div><div class="line"><a name="l00068"></a><span class="lineno">   68</span>&#160;</div><div class="line"><a name="l00069"></a><span class="lineno">   69</span>&#160;        <span class="keywordtype">int</span> sceneCounter = 0;</div><div class="line"><a name="l00070"></a><span class="lineno">   70</span>&#160;        <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;scene : scenes) {</div><div class="line"><a name="l00071"></a><span class="lineno">   71</span>&#160;            std::stringstream ss;</div><div class="line"><a name="l00072"></a><span class="lineno">   72</span>&#160;            ss &lt;&lt; filePath &lt;&lt; <span class="stringliteral">&quot;/&quot;</span> &lt;&lt; fileName &lt;&lt; <span class="stringliteral">&quot;_&quot;</span> &lt;&lt; sceneCounter &lt;&lt; <span class="stringliteral">&quot;.&quot;</span> &lt;&lt; fileType;</div><div class="line"><a name="l00073"></a><span class="lineno">   73</span>&#160;            <span class="keyword">auto</span> exportResult = exporter.Export(scene.second.get(), assimpFileType, ss.str());</div><div class="line"><a name="l00074"></a><span class="lineno">   74</span>&#160;            <span class="keywordflow">if</span>(exportResult != AI_SUCCESS) {</div><div class="line"><a name="l00075"></a><span class="lineno">   75</span>&#160;                <span class="keywordflow">throw</span> std::runtime_error(</div><div class="line"><a name="l00076"></a><span class="lineno">   76</span>&#160;                    <span class="stringliteral">&quot;Could not export the scenes to the specified files. Make sure the model is valid and you have &quot;</span></div><div class="line"><a name="l00077"></a><span class="lineno">   77</span>&#160;                    <span class="stringliteral">&quot;write permissions to the directory or files you are exporting to.&quot;</span>);</div><div class="line"><a name="l00078"></a><span class="lineno">   78</span>&#160;            }</div><div class="line"><a name="l00079"></a><span class="lineno">   79</span>&#160;            sceneCounter++;</div><div class="line"><a name="l00080"></a><span class="lineno">   80</span>&#160;        }</div><div class="line"><a name="l00081"></a><span class="lineno">   81</span>&#160;</div><div class="line"><a name="l00082"></a><span class="lineno">   82</span>&#160;        <span class="keywordflow">if</span>(mProgress != <span class="keyword">nullptr</span>) {</div><div class="line"><a name="l00083"></a><span class="lineno">   83</span>&#160;            mProgress-&gt;exportFilePercentage = 1.0f;</div><div class="line"><a name="l00084"></a><span class="lineno">   84</span>&#160;        }</div><div class="line"><a name="l00085"></a><span class="lineno">   85</span>&#160;    }</div><div class="line"><a name="l00086"></a><span class="lineno">   86</span>&#160;</div><div class="line"><a name="l00089"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#a395f37149485a267944542b378546f6e">   89</a></span>&#160;    <span class="keywordtype">void</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#a395f37149485a267944542b378546f6e">setExtrusionCoef</a>(std::vector&lt;float&gt; extrusionCoef) {</div><div class="line"><a name="l00090"></a><span class="lineno">   90</span>&#160;        mExtrusionCoef = extrusionCoef;</div><div class="line"><a name="l00091"></a><span class="lineno">   91</span>&#160;    }</div><div class="line"><a name="l00092"></a><span class="lineno">   92</span>&#160;</div><div class="line"><a name="l00093"></a><span class="lineno">   93</span>&#160;   <span class="keyword">private</span>:</div><div class="line"><a name="l00094"></a><span class="lineno"><a class="line" href="structpepr3d_1_1_model_exporter_1_1_indexed_edge.html">   94</a></span>&#160;    <span class="keyword">struct </span><a class="code" href="structpepr3d_1_1_model_exporter_1_1_indexed_edge.html">IndexedEdge</a> {</div><div class="line"><a name="l00095"></a><span class="lineno">   95</span>&#160;        <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> tri;</div><div class="line"><a name="l00096"></a><span class="lineno">   96</span>&#160;        <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> id1;</div><div class="line"><a name="l00097"></a><span class="lineno">   97</span>&#160;        <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> id2;</div><div class="line"><a name="l00098"></a><span class="lineno">   98</span>&#160;        colorIndex color;</div><div class="line"><a name="l00099"></a><span class="lineno">   99</span>&#160;        <span class="keywordtype">bool</span> isBoundary = <span class="keyword">false</span>;</div><div class="line"><a name="l00100"></a><span class="lineno">  100</span>&#160;    };</div><div class="line"><a name="l00101"></a><span class="lineno">  101</span>&#160;</div><div class="line"><a name="l00104"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#a31cfba9f522ed35f2f25e1d88f5c0291">  104</a></span>&#160;    std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; <a class="code" href="classpepr3d_1_1_model_exporter.html#a31cfba9f522ed35f2f25e1d88f5c0291">createNonPolySurfaceScenes</a>() {</div><div class="line"><a name="l00105"></a><span class="lineno">  105</span>&#160;        std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; scenes;</div><div class="line"><a name="l00106"></a><span class="lineno">  106</span>&#160;</div><div class="line"><a name="l00107"></a><span class="lineno">  107</span>&#160;        std::map&lt;colorIndex, std::vector&lt;unsigned int&gt;&gt; colorsWithIndices;</div><div class="line"><a name="l00108"></a><span class="lineno">  108</span>&#160;</div><div class="line"><a name="l00109"></a><span class="lineno">  109</span>&#160;        <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; mGeometry-&gt;<a class="code" href="classpepr3d_1_1_geometry.html#acca576cfa8a735ecfe36e4fca67204d8">getTriangleCount</a>(); i++) {</div><div class="line"><a name="l00110"></a><span class="lineno">  110</span>&#160;            colorIndex color = mGeometry-&gt;getTriangle(i).getColor();</div><div class="line"><a name="l00111"></a><span class="lineno">  111</span>&#160;            colorsWithIndices[color].emplace_back(static_cast&lt;unsigned int&gt;(i));</div><div class="line"><a name="l00112"></a><span class="lineno">  112</span>&#160;        }</div><div class="line"><a name="l00113"></a><span class="lineno">  113</span>&#160;</div><div class="line"><a name="l00114"></a><span class="lineno">  114</span>&#160;        <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;indexOfColor : colorsWithIndices) {</div><div class="line"><a name="l00115"></a><span class="lineno">  115</span>&#160;            scenes[indexOfColor.first] = std::move(createNewNonPolySurfaceScene(indexOfColor.second));</div><div class="line"><a name="l00116"></a><span class="lineno">  116</span>&#160;        }</div><div class="line"><a name="l00117"></a><span class="lineno">  117</span>&#160;</div><div class="line"><a name="l00118"></a><span class="lineno">  118</span>&#160;        <span class="keywordflow">return</span> scenes;</div><div class="line"><a name="l00119"></a><span class="lineno">  119</span>&#160;    }</div><div class="line"><a name="l00120"></a><span class="lineno">  120</span>&#160;</div><div class="line"><a name="l00123"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#aebf51f53d44f88e180a63900aedd386c">  123</a></span>&#160;    std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; <a class="code" href="classpepr3d_1_1_model_exporter.html#aebf51f53d44f88e180a63900aedd386c">createPolySurfaceScenes</a>() {</div><div class="line"><a name="l00124"></a><span class="lineno">  124</span>&#160;        std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; scenes;</div><div class="line"><a name="l00125"></a><span class="lineno">  125</span>&#160;</div><div class="line"><a name="l00126"></a><span class="lineno">  126</span>&#160;        std::map&lt;colorIndex, std::vector&lt;DetailedTriangleId&gt;&gt; colorsWithIndices;</div><div class="line"><a name="l00127"></a><span class="lineno">  127</span>&#160;</div><div class="line"><a name="l00128"></a><span class="lineno">  128</span>&#160;        <span class="keywordflow">for</span>(PolyhedronData::face_descriptor fd : mGeometry-&gt;getMeshDetailed()-&gt;faces()) {</div><div class="line"><a name="l00129"></a><span class="lineno">  129</span>&#160;            colorIndex color = mGeometry-&gt;getTriangle(mGeometry-&gt;getMeshDetailedIdMap()[fd]).getColor();</div><div class="line"><a name="l00130"></a><span class="lineno">  130</span>&#160;            colorsWithIndices[color].emplace_back(mGeometry-&gt;getMeshDetailedIdMap()[fd]);</div><div class="line"><a name="l00131"></a><span class="lineno">  131</span>&#160;        }</div><div class="line"><a name="l00132"></a><span class="lineno">  132</span>&#160;</div><div class="line"><a name="l00133"></a><span class="lineno">  133</span>&#160;        <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;indexOfColor : colorsWithIndices) {</div><div class="line"><a name="l00134"></a><span class="lineno">  134</span>&#160;            scenes[indexOfColor.first] = std::move(createNewPolySurfaceScene(indexOfColor.second));</div><div class="line"><a name="l00135"></a><span class="lineno">  135</span>&#160;        }</div><div class="line"><a name="l00136"></a><span class="lineno">  136</span>&#160;</div><div class="line"><a name="l00137"></a><span class="lineno">  137</span>&#160;        <span class="keywordflow">return</span> scenes;</div><div class="line"><a name="l00138"></a><span class="lineno">  138</span>&#160;    }</div><div class="line"><a name="l00139"></a><span class="lineno">  139</span>&#160;</div><div class="line"><a name="l00142"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#aaf14c84e428fce47a5aefd330218e0c8">  142</a></span>&#160;    std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; <a class="code" href="classpepr3d_1_1_model_exporter.html#aaf14c84e428fce47a5aefd330218e0c8">createNonPolyScenes</a>() {</div><div class="line"><a name="l00143"></a><span class="lineno">  143</span>&#160;        std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; scenes;</div><div class="line"><a name="l00144"></a><span class="lineno">  144</span>&#160;</div><div class="line"><a name="l00145"></a><span class="lineno">  145</span>&#160;        std::map&lt;colorIndex, std::vector&lt;unsigned int&gt;&gt; colorsWithIndices;</div><div class="line"><a name="l00146"></a><span class="lineno">  146</span>&#160;</div><div class="line"><a name="l00147"></a><span class="lineno">  147</span>&#160;        std::map&lt;std::array&lt;float, 3&gt;, glm::vec3&gt; summedVertexNormals;</div><div class="line"><a name="l00148"></a><span class="lineno">  148</span>&#160;</div><div class="line"><a name="l00149"></a><span class="lineno">  149</span>&#160;        <span class="comment">// key=edge, value=(tri_idx, vert_idx, vert_idx)</span></div><div class="line"><a name="l00150"></a><span class="lineno">  150</span>&#160;        std::map&lt;std::array&lt;std::array&lt;float, 3&gt;, 2&gt;, <a class="code" href="structpepr3d_1_1_model_exporter_1_1_indexed_edge.html">IndexedEdge</a>&gt; edgeLookup;</div><div class="line"><a name="l00151"></a><span class="lineno">  151</span>&#160;</div><div class="line"><a name="l00152"></a><span class="lineno">  152</span>&#160;        <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; mGeometry-&gt;<a class="code" href="classpepr3d_1_1_geometry.html#acca576cfa8a735ecfe36e4fca67204d8">getTriangleCount</a>(); i++) {</div><div class="line"><a name="l00153"></a><span class="lineno">  153</span>&#160;            colorIndex color = mGeometry-&gt;getTriangle(i).getColor();</div><div class="line"><a name="l00154"></a><span class="lineno">  154</span>&#160;            colorsWithIndices[color].emplace_back(static_cast&lt;unsigned int&gt;(i));</div><div class="line"><a name="l00155"></a><span class="lineno">  155</span>&#160;</div><div class="line"><a name="l00156"></a><span class="lineno">  156</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt; 3; j++) {</div><div class="line"><a name="l00157"></a><span class="lineno">  157</span>&#160;                std::array&lt;float, 3&gt; vertex = {mGeometry-&gt;getTriangle(i).getVertex(j).x,</div><div class="line"><a name="l00158"></a><span class="lineno">  158</span>&#160;                                               mGeometry-&gt;getTriangle(i).getVertex(j).y,</div><div class="line"><a name="l00159"></a><span class="lineno">  159</span>&#160;                                               mGeometry-&gt;getTriangle(i).getVertex(j).z};</div><div class="line"><a name="l00160"></a><span class="lineno">  160</span>&#160;</div><div class="line"><a name="l00161"></a><span class="lineno">  161</span>&#160;                summedVertexNormals[vertex] += mGeometry-&gt;getTriangle(i).getNormal();</div><div class="line"><a name="l00162"></a><span class="lineno">  162</span>&#160;</div><div class="line"><a name="l00163"></a><span class="lineno">  163</span>&#160;                std::array&lt;float, 3&gt; nextVertex = {mGeometry-&gt;getTriangle(i).getVertex((j + 1) % 3).x,</div><div class="line"><a name="l00164"></a><span class="lineno">  164</span>&#160;                                                   mGeometry-&gt;getTriangle(i).getVertex((j + 1) % 3).y,</div><div class="line"><a name="l00165"></a><span class="lineno">  165</span>&#160;                                                   mGeometry-&gt;getTriangle(i).getVertex((j + 1) % 3).z};</div><div class="line"><a name="l00166"></a><span class="lineno">  166</span>&#160;</div><div class="line"><a name="l00167"></a><span class="lineno">  167</span>&#160;                <a class="code" href="structpepr3d_1_1_model_exporter_1_1_indexed_edge.html">IndexedEdge</a> &amp;edge = edgeLookup[{vertex, nextVertex}];</div><div class="line"><a name="l00168"></a><span class="lineno">  168</span>&#160;                edge.color = mGeometry-&gt;getTriangle(i).getColor();</div><div class="line"><a name="l00169"></a><span class="lineno">  169</span>&#160;                edge.tri = i;</div><div class="line"><a name="l00170"></a><span class="lineno">  170</span>&#160;                edge.id1 = j;</div><div class="line"><a name="l00171"></a><span class="lineno">  171</span>&#160;                edge.id2 = (j + 1) % 3;</div><div class="line"><a name="l00172"></a><span class="lineno">  172</span>&#160;            }</div><div class="line"><a name="l00173"></a><span class="lineno">  173</span>&#160;        }</div><div class="line"><a name="l00174"></a><span class="lineno">  174</span>&#160;</div><div class="line"><a name="l00175"></a><span class="lineno">  175</span>&#160;        <a class="code" href="classpepr3d_1_1_model_exporter.html#a653be5616accde4e5dbb5c82bb260932">normalizeSummedNormals</a>(summedVertexNormals);</div><div class="line"><a name="l00176"></a><span class="lineno">  176</span>&#160;</div><div class="line"><a name="l00177"></a><span class="lineno">  177</span>&#160;        <a class="code" href="classpepr3d_1_1_model_exporter.html#ab278eb54afeced3be63e4e5eccdf3802">computeBoundaryEdges</a>(edgeLookup);</div><div class="line"><a name="l00178"></a><span class="lineno">  178</span>&#160;</div><div class="line"><a name="l00179"></a><span class="lineno">  179</span>&#160;        <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;indexOfColor : colorsWithIndices) {</div><div class="line"><a name="l00180"></a><span class="lineno">  180</span>&#160;            <span class="keyword">auto</span> soloBoundary = <a class="code" href="classpepr3d_1_1_model_exporter.html#a0ae56b6392c9db26a14ddd7a365a40fc">selectBoundaryEdgesByColor</a>(edgeLookup, indexOfColor.first);</div><div class="line"><a name="l00181"></a><span class="lineno">  181</span>&#160;</div><div class="line"><a name="l00182"></a><span class="lineno">  182</span>&#160;            scenes[indexOfColor.first] = std::move(createNewNonPolyScene(</div><div class="line"><a name="l00183"></a><span class="lineno">  183</span>&#160;                indexOfColor.second, summedVertexNormals, soloBoundary, mExtrusionCoef[indexOfColor.first]));</div><div class="line"><a name="l00184"></a><span class="lineno">  184</span>&#160;        }</div><div class="line"><a name="l00185"></a><span class="lineno">  185</span>&#160;</div><div class="line"><a name="l00186"></a><span class="lineno">  186</span>&#160;        <span class="keywordflow">return</span> scenes;</div><div class="line"><a name="l00187"></a><span class="lineno">  187</span>&#160;    }</div><div class="line"><a name="l00188"></a><span class="lineno">  188</span>&#160;</div><div class="line"><a name="l00190"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#a653be5616accde4e5dbb5c82bb260932">  190</a></span>&#160;    <span class="keywordtype">void</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#a653be5616accde4e5dbb5c82bb260932">normalizeSummedNormals</a>(std::map&lt;std::array&lt;float, 3&gt;, glm::vec3&gt; &amp;summedVertexNormals) {</div><div class="line"><a name="l00191"></a><span class="lineno">  191</span>&#160;        <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;vertexNormal : summedVertexNormals) {</div><div class="line"><a name="l00192"></a><span class="lineno">  192</span>&#160;            vertexNormal.second = glm::normalize(vertexNormal.second);</div><div class="line"><a name="l00193"></a><span class="lineno">  193</span>&#160;        }</div><div class="line"><a name="l00194"></a><span class="lineno">  194</span>&#160;    }</div><div class="line"><a name="l00195"></a><span class="lineno">  195</span>&#160;</div><div class="line"><a name="l00197"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#ab278eb54afeced3be63e4e5eccdf3802">  197</a></span>&#160;    <span class="keywordtype">void</span> <a class="code" href="classpepr3d_1_1_model_exporter.html#ab278eb54afeced3be63e4e5eccdf3802">computeBoundaryEdges</a>(std::map&lt;std::array&lt;std::array&lt;float, 3&gt;, 2&gt;, <a class="code" href="structpepr3d_1_1_model_exporter_1_1_indexed_edge.html">IndexedEdge</a>&gt; &amp;edgeLookup) {</div><div class="line"><a name="l00198"></a><span class="lineno">  198</span>&#160;        <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;edge : edgeLookup) {</div><div class="line"><a name="l00199"></a><span class="lineno">  199</span>&#160;            <span class="keywordflow">if</span>(edgeLookup.count({edge.first[1], edge.first[0]})) {</div><div class="line"><a name="l00200"></a><span class="lineno">  200</span>&#160;                <span class="keywordflow">if</span>(!edge.second.isBoundary &amp;&amp; edgeLookup[{edge.first[1], edge.first[0]}].color != edge.second.color) {</div><div class="line"><a name="l00201"></a><span class="lineno">  201</span>&#160;                    edgeLookup[{edge.first[1], edge.first[0]}].isBoundary = <span class="keyword">true</span>;</div><div class="line"><a name="l00202"></a><span class="lineno">  202</span>&#160;                    edge.second.isBoundary = <span class="keyword">true</span>;</div><div class="line"><a name="l00203"></a><span class="lineno">  203</span>&#160;                }</div><div class="line"><a name="l00204"></a><span class="lineno">  204</span>&#160;            }</div><div class="line"><a name="l00205"></a><span class="lineno">  205</span>&#160;        }</div><div class="line"><a name="l00206"></a><span class="lineno">  206</span>&#160;    }</div><div class="line"><a name="l00207"></a><span class="lineno">  207</span>&#160;</div><div class="line"><a name="l00209"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#a0ae56b6392c9db26a14ddd7a365a40fc">  209</a></span>&#160;    std::vector&lt;IndexedEdge&gt; <a class="code" href="classpepr3d_1_1_model_exporter.html#a0ae56b6392c9db26a14ddd7a365a40fc">selectBoundaryEdgesByColor</a>(</div><div class="line"><a name="l00210"></a><span class="lineno">  210</span>&#160;        std::map&lt;std::array&lt;std::array&lt;float, 3&gt;, 2&gt;, <a class="code" href="structpepr3d_1_1_model_exporter_1_1_indexed_edge.html">IndexedEdge</a>&gt; &amp;edgeLookup, colorIndex color) {</div><div class="line"><a name="l00211"></a><span class="lineno">  211</span>&#160;        std::vector&lt;IndexedEdge&gt; soloBoundary;</div><div class="line"><a name="l00212"></a><span class="lineno">  212</span>&#160;        <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;edge : edgeLookup) {</div><div class="line"><a name="l00213"></a><span class="lineno">  213</span>&#160;            <span class="keywordflow">if</span>(edge.second.color == color &amp;&amp; edge.second.isBoundary) {</div><div class="line"><a name="l00214"></a><span class="lineno">  214</span>&#160;                soloBoundary.emplace_back(edge.second);</div><div class="line"><a name="l00215"></a><span class="lineno">  215</span>&#160;            }</div><div class="line"><a name="l00216"></a><span class="lineno">  216</span>&#160;        }</div><div class="line"><a name="l00217"></a><span class="lineno">  217</span>&#160;        <span class="keywordflow">return</span> soloBoundary;</div><div class="line"><a name="l00218"></a><span class="lineno">  218</span>&#160;    }</div><div class="line"><a name="l00219"></a><span class="lineno">  219</span>&#160;</div><div class="line"><a name="l00223"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#a1e9c64e2f9dd0482f3216ff9cfd016f3">  223</a></span>&#160;    std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; <a class="code" href="classpepr3d_1_1_model_exporter.html#a1e9c64e2f9dd0482f3216ff9cfd016f3">createPolyScenes</a>(<span class="keywordtype">bool</span> withSDF) {</div><div class="line"><a name="l00224"></a><span class="lineno">  224</span>&#160;        std::map&lt;colorIndex, std::unique_ptr&lt;aiScene&gt;&gt; scenes;</div><div class="line"><a name="l00225"></a><span class="lineno">  225</span>&#160;</div><div class="line"><a name="l00226"></a><span class="lineno">  226</span>&#160;        std::map&lt;colorIndex, std::vector&lt;DetailedTriangleId&gt;&gt; colorsWithIndices;</div><div class="line"><a name="l00227"></a><span class="lineno">  227</span>&#160;</div><div class="line"><a name="l00228"></a><span class="lineno">  228</span>&#160;        std::unordered_map&lt;PolyhedronData::vertex_descriptor, glm::vec3&gt; summedVertexNormals;</div><div class="line"><a name="l00229"></a><span class="lineno">  229</span>&#160;        std::map&lt;PolyhedronData::vertex_descriptor, float&gt; vertexSDF;</div><div class="line"><a name="l00230"></a><span class="lineno">  230</span>&#160;</div><div class="line"><a name="l00231"></a><span class="lineno">  231</span>&#160;        std::map&lt;colorIndex, std::set&lt;PolyhedronData::halfedge_descriptor&gt;&gt; borderEdges;</div><div class="line"><a name="l00232"></a><span class="lineno">  232</span>&#160;</div><div class="line"><a name="l00233"></a><span class="lineno">  233</span>&#160;        <span class="keywordflow">for</span>(PolyhedronData::face_descriptor fd : mGeometry-&gt;getMeshDetailed()-&gt;faces()) {</div><div class="line"><a name="l00234"></a><span class="lineno">  234</span>&#160;            colorIndex color = mGeometry-&gt;getTriangle(mGeometry-&gt;getMeshDetailedIdMap()[fd]).getColor();</div><div class="line"><a name="l00235"></a><span class="lineno">  235</span>&#160;            colorsWithIndices[color].emplace_back(mGeometry-&gt;getMeshDetailedIdMap()[fd]);</div><div class="line"><a name="l00236"></a><span class="lineno">  236</span>&#160;        }</div><div class="line"><a name="l00237"></a><span class="lineno">  237</span>&#160;</div><div class="line"><a name="l00238"></a><span class="lineno">  238</span>&#160;        <span class="keywordflow">for</span>(PolyhedronData::vertex_descriptor vd : mGeometry-&gt;getMeshDetailed()-&gt;vertices()) {</div><div class="line"><a name="l00239"></a><span class="lineno">  239</span>&#160;            <span class="keywordtype">int</span> degree = mGeometry-&gt;getMeshDetailed()-&gt;degree(vd);</div><div class="line"><a name="l00240"></a><span class="lineno">  240</span>&#160;            std::vector&lt;glm::vec3&gt; vertexNormals;</div><div class="line"><a name="l00241"></a><span class="lineno">  241</span>&#160;</div><div class="line"><a name="l00242"></a><span class="lineno">  242</span>&#160;            <span class="keyword">auto</span> halfedge = mGeometry-&gt;getMeshDetailed()-&gt;halfedge(vd);</div><div class="line"><a name="l00243"></a><span class="lineno">  243</span>&#160;</div><div class="line"><a name="l00244"></a><span class="lineno">  244</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">size_t</span> i = 0; i &lt; degree; i++) {</div><div class="line"><a name="l00245"></a><span class="lineno">  245</span>&#160;                <span class="keyword">auto</span> face = mGeometry-&gt;getMeshDetailed()-&gt;face(halfedge);</div><div class="line"><a name="l00246"></a><span class="lineno">  246</span>&#160;</div><div class="line"><a name="l00247"></a><span class="lineno">  247</span>&#160;                <span class="keywordflow">if</span>(face.is_valid()) {</div><div class="line"><a name="l00248"></a><span class="lineno">  248</span>&#160;                    <a class="code" href="structpepr3d_1_1_detailed_triangle_id.html">DetailedTriangleId</a> triIndex = mGeometry-&gt;getMeshDetailedIdMap()[face];</div><div class="line"><a name="l00249"></a><span class="lineno">  249</span>&#160;</div><div class="line"><a name="l00250"></a><span class="lineno">  250</span>&#160;                    <span class="keywordflow">if</span>(withSDF) {</div><div class="line"><a name="l00251"></a><span class="lineno">  251</span>&#160;                        vertexSDF[vd] += (float)mGeometry-&gt;getSdfValue(triIndex.getBaseId());</div><div class="line"><a name="l00252"></a><span class="lineno">  252</span>&#160;                    }</div><div class="line"><a name="l00253"></a><span class="lineno">  253</span>&#160;</div><div class="line"><a name="l00254"></a><span class="lineno">  254</span>&#160;                    vertexNormals.push_back(mGeometry-&gt;getTriangle(triIndex).getNormal());</div><div class="line"><a name="l00255"></a><span class="lineno">  255</span>&#160;</div><div class="line"><a name="l00256"></a><span class="lineno">  256</span>&#160;                    colorIndex faceColor = mGeometry-&gt;getTriangle(triIndex).getColor();</div><div class="line"><a name="l00257"></a><span class="lineno">  257</span>&#160;</div><div class="line"><a name="l00258"></a><span class="lineno">  258</span>&#160;                    <span class="keyword">auto</span> oppositeHalfedge = mGeometry-&gt;getMeshDetailed()-&gt;opposite(halfedge);</div><div class="line"><a name="l00259"></a><span class="lineno">  259</span>&#160;                    <span class="keyword">auto</span> oppositeFace = mGeometry-&gt;getMeshDetailed()-&gt;face(oppositeHalfedge);</div><div class="line"><a name="l00260"></a><span class="lineno">  260</span>&#160;</div><div class="line"><a name="l00261"></a><span class="lineno">  261</span>&#160;                    <span class="keywordflow">if</span>(oppositeFace.is_valid()) {</div><div class="line"><a name="l00262"></a><span class="lineno">  262</span>&#160;                        <a class="code" href="structpepr3d_1_1_detailed_triangle_id.html">DetailedTriangleId</a> oppositeFaceIdx = mGeometry-&gt;getMeshDetailedIdMap()[oppositeFace];</div><div class="line"><a name="l00263"></a><span class="lineno">  263</span>&#160;                        colorIndex oppositeFaceColor = mGeometry-&gt;getTriangle(oppositeFaceIdx).getColor();</div><div class="line"><a name="l00264"></a><span class="lineno">  264</span>&#160;                        <span class="keywordflow">if</span>(faceColor != oppositeFaceColor) {</div><div class="line"><a name="l00265"></a><span class="lineno">  265</span>&#160;                            borderEdges[faceColor].insert(halfedge);</div><div class="line"><a name="l00266"></a><span class="lineno">  266</span>&#160;                        }</div><div class="line"><a name="l00267"></a><span class="lineno">  267</span>&#160;                    } <span class="keywordflow">else</span> {</div><div class="line"><a name="l00268"></a><span class="lineno">  268</span>&#160;                        <span class="comment">// halfedge is border edge (hole in the model), so it is alsou boundary edge</span></div><div class="line"><a name="l00269"></a><span class="lineno">  269</span>&#160;                        borderEdges[faceColor].insert(halfedge);</div><div class="line"><a name="l00270"></a><span class="lineno">  270</span>&#160;                    }</div><div class="line"><a name="l00271"></a><span class="lineno">  271</span>&#160;                }</div><div class="line"><a name="l00272"></a><span class="lineno">  272</span>&#160;</div><div class="line"><a name="l00273"></a><span class="lineno">  273</span>&#160;                halfedge = mGeometry-&gt;getMeshDetailed()-&gt;next_around_target(halfedge);</div><div class="line"><a name="l00274"></a><span class="lineno">  274</span>&#160;            }</div><div class="line"><a name="l00275"></a><span class="lineno">  275</span>&#160;</div><div class="line"><a name="l00276"></a><span class="lineno">  276</span>&#160;            <span class="keywordtype">float</span> ep = glm::epsilon&lt;float&gt;();</div><div class="line"><a name="l00277"></a><span class="lineno">  277</span>&#160;</div><div class="line"><a name="l00278"></a><span class="lineno">  278</span>&#160;            <span class="keywordtype">bool</span> isEpsSameNormal = <span class="keyword">false</span>;</div><div class="line"><a name="l00279"></a><span class="lineno">  279</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">size_t</span> i = 0; i &lt; vertexNormals.size(); i++) {</div><div class="line"><a name="l00280"></a><span class="lineno">  280</span>&#160;                <span class="keywordflow">for</span>(<span class="keywordtype">size_t</span> j = 0; j &lt; i; j++) {</div><div class="line"><a name="l00281"></a><span class="lineno">  281</span>&#160;                    isEpsSameNormal |= glm::all(glm::epsilonEqual(vertexNormals[i], vertexNormals[j], ep));</div><div class="line"><a name="l00282"></a><span class="lineno">  282</span>&#160;                }</div><div class="line"><a name="l00283"></a><span class="lineno">  283</span>&#160;                <span class="keywordflow">if</span>(!isEpsSameNormal) {</div><div class="line"><a name="l00284"></a><span class="lineno">  284</span>&#160;                    summedVertexNormals[vd] += vertexNormals[i];</div><div class="line"><a name="l00285"></a><span class="lineno">  285</span>&#160;                }</div><div class="line"><a name="l00286"></a><span class="lineno">  286</span>&#160;                isEpsSameNormal = <span class="keyword">false</span>;</div><div class="line"><a name="l00287"></a><span class="lineno">  287</span>&#160;            }</div><div class="line"><a name="l00288"></a><span class="lineno">  288</span>&#160;</div><div class="line"><a name="l00289"></a><span class="lineno">  289</span>&#160;            summedVertexNormals[vd] = glm::normalize(summedVertexNormals[vd]);</div><div class="line"><a name="l00290"></a><span class="lineno">  290</span>&#160;</div><div class="line"><a name="l00291"></a><span class="lineno">  291</span>&#160;            <span class="keywordflow">if</span>(withSDF) {</div><div class="line"><a name="l00292"></a><span class="lineno">  292</span>&#160;                vertexSDF[vd] = vertexSDF[vd] / degree;  <span class="comment">// average</span></div><div class="line"><a name="l00293"></a><span class="lineno">  293</span>&#160;            }</div><div class="line"><a name="l00294"></a><span class="lineno">  294</span>&#160;        }</div><div class="line"><a name="l00295"></a><span class="lineno">  295</span>&#160;</div><div class="line"><a name="l00296"></a><span class="lineno">  296</span>&#160;        <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;indexOfColor : colorsWithIndices) {</div><div class="line"><a name="l00297"></a><span class="lineno">  297</span>&#160;            scenes[indexOfColor.first] =</div><div class="line"><a name="l00298"></a><span class="lineno">  298</span>&#160;                std::move(createNewPolyScene(indexOfColor.second, summedVertexNormals, borderEdges[indexOfColor.first],</div><div class="line"><a name="l00299"></a><span class="lineno">  299</span>&#160;                                             vertexSDF, mExtrusionCoef[indexOfColor.first]));</div><div class="line"><a name="l00300"></a><span class="lineno">  300</span>&#160;        }</div><div class="line"><a name="l00301"></a><span class="lineno">  301</span>&#160;</div><div class="line"><a name="l00302"></a><span class="lineno">  302</span>&#160;        <span class="keywordflow">return</span> scenes;</div><div class="line"><a name="l00303"></a><span class="lineno">  303</span>&#160;    }</div><div class="line"><a name="l00304"></a><span class="lineno">  304</span>&#160;</div><div class="line"><a name="l00305"></a><span class="lineno">  305</span>&#160;    std::unique_ptr&lt;aiScene&gt; createNewNonPolySurfaceScene(std::vector&lt;unsigned int&gt; &amp;triangleIndices) {</div><div class="line"><a name="l00306"></a><span class="lineno">  306</span>&#160;        std::unique_ptr&lt;aiScene&gt; scene = std::make_unique&lt;aiScene&gt;();</div><div class="line"><a name="l00307"></a><span class="lineno">  307</span>&#160;</div><div class="line"><a name="l00308"></a><span class="lineno">  308</span>&#160;        scene-&gt;mRootNode = <span class="keyword">new</span> aiNode();</div><div class="line"><a name="l00309"></a><span class="lineno">  309</span>&#160;</div><div class="line"><a name="l00310"></a><span class="lineno">  310</span>&#160;        scene-&gt;mMaterials = <span class="keyword">new</span> aiMaterial *[1];</div><div class="line"><a name="l00311"></a><span class="lineno">  311</span>&#160;        scene-&gt;mMaterials[0] = <span class="keyword">nullptr</span>;</div><div class="line"><a name="l00312"></a><span class="lineno">  312</span>&#160;        scene-&gt;mNumMaterials = 1;</div><div class="line"><a name="l00313"></a><span class="lineno">  313</span>&#160;</div><div class="line"><a name="l00314"></a><span class="lineno">  314</span>&#160;        scene-&gt;mMaterials[0] = <span class="keyword">new</span> aiMaterial();</div><div class="line"><a name="l00315"></a><span class="lineno">  315</span>&#160;</div><div class="line"><a name="l00316"></a><span class="lineno">  316</span>&#160;        scene-&gt;mMeshes = <span class="keyword">new</span> aiMesh *[1];</div><div class="line"><a name="l00317"></a><span class="lineno">  317</span>&#160;        scene-&gt;mMeshes[0] = <span class="keyword">nullptr</span>;</div><div class="line"><a name="l00318"></a><span class="lineno">  318</span>&#160;        scene-&gt;mNumMeshes = 1;</div><div class="line"><a name="l00319"></a><span class="lineno">  319</span>&#160;</div><div class="line"><a name="l00320"></a><span class="lineno">  320</span>&#160;        scene-&gt;mMeshes[0] = <span class="keyword">new</span> aiMesh();</div><div class="line"><a name="l00321"></a><span class="lineno">  321</span>&#160;        scene-&gt;mMeshes[0]-&gt;mMaterialIndex = 0;</div><div class="line"><a name="l00322"></a><span class="lineno">  322</span>&#160;</div><div class="line"><a name="l00323"></a><span class="lineno">  323</span>&#160;        scene-&gt;mRootNode-&gt;mMeshes = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[1];</div><div class="line"><a name="l00324"></a><span class="lineno">  324</span>&#160;        scene-&gt;mRootNode-&gt;mMeshes[0] = 0;</div><div class="line"><a name="l00325"></a><span class="lineno">  325</span>&#160;        scene-&gt;mRootNode-&gt;mNumMeshes = 1;</div><div class="line"><a name="l00326"></a><span class="lineno">  326</span>&#160;</div><div class="line"><a name="l00327"></a><span class="lineno">  327</span>&#160;        <span class="keyword">auto</span> pMesh = scene-&gt;mMeshes[0];</div><div class="line"><a name="l00328"></a><span class="lineno">  328</span>&#160;</div><div class="line"><a name="l00329"></a><span class="lineno">  329</span>&#160;        <span class="keywordtype">size_t</span> trianglesCount = triangleIndices.size();</div><div class="line"><a name="l00330"></a><span class="lineno">  330</span>&#160;</div><div class="line"><a name="l00331"></a><span class="lineno">  331</span>&#160;        pMesh-&gt;mVertices = <span class="keyword">new</span> aiVector3D[3 * trianglesCount];</div><div class="line"><a name="l00332"></a><span class="lineno">  332</span>&#160;        pMesh-&gt;mNormals = <span class="keyword">new</span> aiVector3D[3 * trianglesCount];</div><div class="line"><a name="l00333"></a><span class="lineno">  333</span>&#160;</div><div class="line"><a name="l00334"></a><span class="lineno">  334</span>&#160;        pMesh-&gt;mNumVertices = (<span class="keywordtype">unsigned</span> int)(3 * trianglesCount);</div><div class="line"><a name="l00335"></a><span class="lineno">  335</span>&#160;</div><div class="line"><a name="l00336"></a><span class="lineno">  336</span>&#160;        pMesh-&gt;mFaces = <span class="keyword">new</span> aiFace[trianglesCount];</div><div class="line"><a name="l00337"></a><span class="lineno">  337</span>&#160;        pMesh-&gt;mNumFaces = (<span class="keywordtype">unsigned</span> int)(trianglesCount);</div><div class="line"><a name="l00338"></a><span class="lineno">  338</span>&#160;</div><div class="line"><a name="l00339"></a><span class="lineno">  339</span>&#160;        <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; trianglesCount; i++) {</div><div class="line"><a name="l00340"></a><span class="lineno">  340</span>&#160;            aiFace &amp;face = pMesh-&gt;mFaces[i];</div><div class="line"><a name="l00341"></a><span class="lineno">  341</span>&#160;            face.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00342"></a><span class="lineno">  342</span>&#160;            face.mNumIndices = 3;</div><div class="line"><a name="l00343"></a><span class="lineno">  343</span>&#160;</div><div class="line"><a name="l00344"></a><span class="lineno">  344</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt; face.mNumIndices; j++) {</div><div class="line"><a name="l00345"></a><span class="lineno">  345</span>&#160;                pMesh-&gt;mVertices[3 * i + j] = aiVector3D(mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).x,</div><div class="line"><a name="l00346"></a><span class="lineno">  346</span>&#160;                                                         mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).y,</div><div class="line"><a name="l00347"></a><span class="lineno">  347</span>&#160;                                                         mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).z);</div><div class="line"><a name="l00348"></a><span class="lineno">  348</span>&#160;</div><div class="line"><a name="l00349"></a><span class="lineno">  349</span>&#160;                pMesh-&gt;mNormals[3 * i + j] = aiVector3D(mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().x,</div><div class="line"><a name="l00350"></a><span class="lineno">  350</span>&#160;                                                        mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().y,</div><div class="line"><a name="l00351"></a><span class="lineno">  351</span>&#160;                                                        mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().z);</div><div class="line"><a name="l00352"></a><span class="lineno">  352</span>&#160;</div><div class="line"><a name="l00353"></a><span class="lineno">  353</span>&#160;                face.mIndices[j] = 3 * i + j;</div><div class="line"><a name="l00354"></a><span class="lineno">  354</span>&#160;            }</div><div class="line"><a name="l00355"></a><span class="lineno">  355</span>&#160;        }</div><div class="line"><a name="l00356"></a><span class="lineno">  356</span>&#160;        <span class="keywordflow">return</span> scene;</div><div class="line"><a name="l00357"></a><span class="lineno">  357</span>&#160;    }</div><div class="line"><a name="l00358"></a><span class="lineno">  358</span>&#160;</div><div class="line"><a name="l00359"></a><span class="lineno">  359</span>&#160;    std::unique_ptr&lt;aiScene&gt; createNewPolySurfaceScene(std::vector&lt;DetailedTriangleId&gt; &amp;triangleIndices) {</div><div class="line"><a name="l00360"></a><span class="lineno">  360</span>&#160;        std::unique_ptr&lt;aiScene&gt; scene = std::make_unique&lt;aiScene&gt;();</div><div class="line"><a name="l00361"></a><span class="lineno">  361</span>&#160;</div><div class="line"><a name="l00362"></a><span class="lineno">  362</span>&#160;        scene-&gt;mRootNode = <span class="keyword">new</span> aiNode();</div><div class="line"><a name="l00363"></a><span class="lineno">  363</span>&#160;</div><div class="line"><a name="l00364"></a><span class="lineno">  364</span>&#160;        scene-&gt;mMaterials = <span class="keyword">new</span> aiMaterial *[1];</div><div class="line"><a name="l00365"></a><span class="lineno">  365</span>&#160;        scene-&gt;mMaterials[0] = <span class="keyword">nullptr</span>;</div><div class="line"><a name="l00366"></a><span class="lineno">  366</span>&#160;        scene-&gt;mNumMaterials = 1;</div><div class="line"><a name="l00367"></a><span class="lineno">  367</span>&#160;</div><div class="line"><a name="l00368"></a><span class="lineno">  368</span>&#160;        scene-&gt;mMaterials[0] = <span class="keyword">new</span> aiMaterial();</div><div class="line"><a name="l00369"></a><span class="lineno">  369</span>&#160;</div><div class="line"><a name="l00370"></a><span class="lineno">  370</span>&#160;        scene-&gt;mMeshes = <span class="keyword">new</span> aiMesh *[1];</div><div class="line"><a name="l00371"></a><span class="lineno">  371</span>&#160;        scene-&gt;mMeshes[0] = <span class="keyword">nullptr</span>;</div><div class="line"><a name="l00372"></a><span class="lineno">  372</span>&#160;        scene-&gt;mNumMeshes = 1;</div><div class="line"><a name="l00373"></a><span class="lineno">  373</span>&#160;</div><div class="line"><a name="l00374"></a><span class="lineno">  374</span>&#160;        scene-&gt;mMeshes[0] = <span class="keyword">new</span> aiMesh();</div><div class="line"><a name="l00375"></a><span class="lineno">  375</span>&#160;        scene-&gt;mMeshes[0]-&gt;mMaterialIndex = 0;</div><div class="line"><a name="l00376"></a><span class="lineno">  376</span>&#160;</div><div class="line"><a name="l00377"></a><span class="lineno">  377</span>&#160;        scene-&gt;mRootNode-&gt;mMeshes = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[1];</div><div class="line"><a name="l00378"></a><span class="lineno">  378</span>&#160;        scene-&gt;mRootNode-&gt;mMeshes[0] = 0;</div><div class="line"><a name="l00379"></a><span class="lineno">  379</span>&#160;        scene-&gt;mRootNode-&gt;mNumMeshes = 1;</div><div class="line"><a name="l00380"></a><span class="lineno">  380</span>&#160;</div><div class="line"><a name="l00381"></a><span class="lineno">  381</span>&#160;        <span class="keyword">auto</span> pMesh = scene-&gt;mMeshes[0];</div><div class="line"><a name="l00382"></a><span class="lineno">  382</span>&#160;</div><div class="line"><a name="l00383"></a><span class="lineno">  383</span>&#160;        <span class="keywordtype">size_t</span> trianglesCount = triangleIndices.size();</div><div class="line"><a name="l00384"></a><span class="lineno">  384</span>&#160;</div><div class="line"><a name="l00385"></a><span class="lineno">  385</span>&#160;        pMesh-&gt;mVertices = <span class="keyword">new</span> aiVector3D[3 * trianglesCount];</div><div class="line"><a name="l00386"></a><span class="lineno">  386</span>&#160;        pMesh-&gt;mNormals = <span class="keyword">new</span> aiVector3D[3 * trianglesCount];</div><div class="line"><a name="l00387"></a><span class="lineno">  387</span>&#160;</div><div class="line"><a name="l00388"></a><span class="lineno">  388</span>&#160;        pMesh-&gt;mNumVertices = (<span class="keywordtype">unsigned</span> int)(3 * trianglesCount);</div><div class="line"><a name="l00389"></a><span class="lineno">  389</span>&#160;</div><div class="line"><a name="l00390"></a><span class="lineno">  390</span>&#160;        pMesh-&gt;mFaces = <span class="keyword">new</span> aiFace[trianglesCount];</div><div class="line"><a name="l00391"></a><span class="lineno">  391</span>&#160;        pMesh-&gt;mNumFaces = (<span class="keywordtype">unsigned</span> int)(trianglesCount);</div><div class="line"><a name="l00392"></a><span class="lineno">  392</span>&#160;</div><div class="line"><a name="l00393"></a><span class="lineno">  393</span>&#160;        <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; trianglesCount; i++) {</div><div class="line"><a name="l00394"></a><span class="lineno">  394</span>&#160;            aiFace &amp;face = pMesh-&gt;mFaces[i];</div><div class="line"><a name="l00395"></a><span class="lineno">  395</span>&#160;            face.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00396"></a><span class="lineno">  396</span>&#160;            face.mNumIndices = 3;</div><div class="line"><a name="l00397"></a><span class="lineno">  397</span>&#160;</div><div class="line"><a name="l00398"></a><span class="lineno">  398</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt; face.mNumIndices; j++) {</div><div class="line"><a name="l00399"></a><span class="lineno">  399</span>&#160;                pMesh-&gt;mVertices[3 * i + j] = aiVector3D(mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).x,</div><div class="line"><a name="l00400"></a><span class="lineno">  400</span>&#160;                                                         mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).y,</div><div class="line"><a name="l00401"></a><span class="lineno">  401</span>&#160;                                                         mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).z);</div><div class="line"><a name="l00402"></a><span class="lineno">  402</span>&#160;</div><div class="line"><a name="l00403"></a><span class="lineno">  403</span>&#160;                pMesh-&gt;mNormals[3 * i + j] = aiVector3D(mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().x,</div><div class="line"><a name="l00404"></a><span class="lineno">  404</span>&#160;                                                        mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().y,</div><div class="line"><a name="l00405"></a><span class="lineno">  405</span>&#160;                                                        mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().z);</div><div class="line"><a name="l00406"></a><span class="lineno">  406</span>&#160;</div><div class="line"><a name="l00407"></a><span class="lineno">  407</span>&#160;                face.mIndices[j] = 3 * i + j;</div><div class="line"><a name="l00408"></a><span class="lineno">  408</span>&#160;            }</div><div class="line"><a name="l00409"></a><span class="lineno">  409</span>&#160;        }</div><div class="line"><a name="l00410"></a><span class="lineno">  410</span>&#160;        <span class="keywordflow">return</span> scene;</div><div class="line"><a name="l00411"></a><span class="lineno">  411</span>&#160;    }</div><div class="line"><a name="l00412"></a><span class="lineno">  412</span>&#160;</div><div class="line"><a name="l00413"></a><span class="lineno">  413</span>&#160;    std::unique_ptr&lt;aiScene&gt; createNewNonPolyScene(std::vector&lt;unsigned int&gt; &amp;triangleIndices,</div><div class="line"><a name="l00414"></a><span class="lineno">  414</span>&#160;                                                   std::map&lt;std::array&lt;float, 3&gt;, glm::vec3&gt; &amp;vertexNormalLookup,</div><div class="line"><a name="l00415"></a><span class="lineno">  415</span>&#160;                                                   std::vector&lt;IndexedEdge&gt; &amp;borderEdges, <span class="keywordtype">float</span> userCoef) {</div><div class="line"><a name="l00416"></a><span class="lineno">  416</span>&#160;        <span class="keywordtype">size_t</span> borderTriangleCount = 2 * borderEdges.size();</div><div class="line"><a name="l00417"></a><span class="lineno">  417</span>&#160;</div><div class="line"><a name="l00418"></a><span class="lineno">  418</span>&#160;        <span class="keywordtype">float</span> extrusionCoef = glm::length(mGeometry-&gt;getBoundingBoxMax() - mGeometry-&gt;getBoundingBoxMin()) * userCoef;</div><div class="line"><a name="l00419"></a><span class="lineno">  419</span>&#160;</div><div class="line"><a name="l00420"></a><span class="lineno">  420</span>&#160;        std::unique_ptr&lt;aiScene&gt; scene = std::make_unique&lt;aiScene&gt;();</div><div class="line"><a name="l00421"></a><span class="lineno">  421</span>&#160;        scene-&gt;mRootNode = <span class="keyword">new</span> aiNode();</div><div class="line"><a name="l00422"></a><span class="lineno">  422</span>&#160;</div><div class="line"><a name="l00423"></a><span class="lineno">  423</span>&#160;        scene-&gt;mMaterials = <span class="keyword">new</span> aiMaterial *[1];</div><div class="line"><a name="l00424"></a><span class="lineno">  424</span>&#160;        scene-&gt;mMaterials[0] = <span class="keyword">nullptr</span>;</div><div class="line"><a name="l00425"></a><span class="lineno">  425</span>&#160;        scene-&gt;mNumMaterials = 1;</div><div class="line"><a name="l00426"></a><span class="lineno">  426</span>&#160;</div><div class="line"><a name="l00427"></a><span class="lineno">  427</span>&#160;        scene-&gt;mMaterials[0] = <span class="keyword">new</span> aiMaterial();</div><div class="line"><a name="l00428"></a><span class="lineno">  428</span>&#160;</div><div class="line"><a name="l00429"></a><span class="lineno">  429</span>&#160;        scene-&gt;mMeshes = <span class="keyword">new</span> aiMesh *[1];</div><div class="line"><a name="l00430"></a><span class="lineno">  430</span>&#160;        scene-&gt;mMeshes[0] = <span class="keyword">nullptr</span>;</div><div class="line"><a name="l00431"></a><span class="lineno">  431</span>&#160;        scene-&gt;mNumMeshes = 1;</div><div class="line"><a name="l00432"></a><span class="lineno">  432</span>&#160;</div><div class="line"><a name="l00433"></a><span class="lineno">  433</span>&#160;        scene-&gt;mMeshes[0] = <span class="keyword">new</span> aiMesh();</div><div class="line"><a name="l00434"></a><span class="lineno">  434</span>&#160;        scene-&gt;mMeshes[0]-&gt;mMaterialIndex = 0;</div><div class="line"><a name="l00435"></a><span class="lineno">  435</span>&#160;</div><div class="line"><a name="l00436"></a><span class="lineno">  436</span>&#160;        scene-&gt;mRootNode-&gt;mMeshes = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[1];</div><div class="line"><a name="l00437"></a><span class="lineno">  437</span>&#160;        scene-&gt;mRootNode-&gt;mMeshes[0] = 0;</div><div class="line"><a name="l00438"></a><span class="lineno">  438</span>&#160;        scene-&gt;mRootNode-&gt;mNumMeshes = 1;</div><div class="line"><a name="l00439"></a><span class="lineno">  439</span>&#160;</div><div class="line"><a name="l00440"></a><span class="lineno">  440</span>&#160;        <span class="keyword">auto</span> pMesh = scene-&gt;mMeshes[0];</div><div class="line"><a name="l00441"></a><span class="lineno">  441</span>&#160;</div><div class="line"><a name="l00442"></a><span class="lineno">  442</span>&#160;        <span class="keywordtype">size_t</span> trianglesCount = triangleIndices.size();</div><div class="line"><a name="l00443"></a><span class="lineno">  443</span>&#160;</div><div class="line"><a name="l00444"></a><span class="lineno">  444</span>&#160;        pMesh-&gt;mVertices = <span class="keyword">new</span> aiVector3D[3 * (trianglesCount * 2 + borderTriangleCount)];</div><div class="line"><a name="l00445"></a><span class="lineno">  445</span>&#160;        pMesh-&gt;mNormals = <span class="keyword">new</span> aiVector3D[3 * (trianglesCount * 2 + borderTriangleCount)];</div><div class="line"><a name="l00446"></a><span class="lineno">  446</span>&#160;</div><div class="line"><a name="l00447"></a><span class="lineno">  447</span>&#160;        pMesh-&gt;mNumVertices = (<span class="keywordtype">unsigned</span> int)(3 * (trianglesCount * 2 + borderTriangleCount));</div><div class="line"><a name="l00448"></a><span class="lineno">  448</span>&#160;</div><div class="line"><a name="l00449"></a><span class="lineno">  449</span>&#160;        pMesh-&gt;mFaces = <span class="keyword">new</span> aiFace[trianglesCount * 2 + borderTriangleCount];</div><div class="line"><a name="l00450"></a><span class="lineno">  450</span>&#160;        pMesh-&gt;mNumFaces = (<span class="keywordtype">unsigned</span> int)(trianglesCount * 2 + borderTriangleCount);</div><div class="line"><a name="l00451"></a><span class="lineno">  451</span>&#160;</div><div class="line"><a name="l00452"></a><span class="lineno">  452</span>&#160;        <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; trianglesCount; i++) {</div><div class="line"><a name="l00453"></a><span class="lineno">  453</span>&#160;            aiFace &amp;face = pMesh-&gt;mFaces[i];</div><div class="line"><a name="l00454"></a><span class="lineno">  454</span>&#160;            face.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00455"></a><span class="lineno">  455</span>&#160;            face.mNumIndices = 3;</div><div class="line"><a name="l00456"></a><span class="lineno">  456</span>&#160;</div><div class="line"><a name="l00457"></a><span class="lineno">  457</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt; face.mNumIndices; j++) {</div><div class="line"><a name="l00458"></a><span class="lineno">  458</span>&#160;                pMesh-&gt;mVertices[3 * i + j] = aiVector3D(mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).x,</div><div class="line"><a name="l00459"></a><span class="lineno">  459</span>&#160;                                                         mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).y,</div><div class="line"><a name="l00460"></a><span class="lineno">  460</span>&#160;                                                         mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).z);</div><div class="line"><a name="l00461"></a><span class="lineno">  461</span>&#160;</div><div class="line"><a name="l00462"></a><span class="lineno">  462</span>&#160;                pMesh-&gt;mNormals[3 * i + j] = aiVector3D(mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().x,</div><div class="line"><a name="l00463"></a><span class="lineno">  463</span>&#160;                                                        mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().y,</div><div class="line"><a name="l00464"></a><span class="lineno">  464</span>&#160;                                                        mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().z);</div><div class="line"><a name="l00465"></a><span class="lineno">  465</span>&#160;</div><div class="line"><a name="l00466"></a><span class="lineno">  466</span>&#160;                face.mIndices[j] = 3 * i + j;</div><div class="line"><a name="l00467"></a><span class="lineno">  467</span>&#160;            }</div><div class="line"><a name="l00468"></a><span class="lineno">  468</span>&#160;        }</div><div class="line"><a name="l00469"></a><span class="lineno">  469</span>&#160;</div><div class="line"><a name="l00470"></a><span class="lineno">  470</span>&#160;        <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; trianglesCount; i++) {</div><div class="line"><a name="l00471"></a><span class="lineno">  471</span>&#160;            aiFace &amp;face = pMesh-&gt;mFaces[i + trianglesCount];</div><div class="line"><a name="l00472"></a><span class="lineno">  472</span>&#160;            face.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00473"></a><span class="lineno">  473</span>&#160;            face.mNumIndices = 3;</div><div class="line"><a name="l00474"></a><span class="lineno">  474</span>&#160;</div><div class="line"><a name="l00475"></a><span class="lineno">  475</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt; face.mNumIndices; j++) {</div><div class="line"><a name="l00476"></a><span class="lineno">  476</span>&#160;                <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> jRevert = 2 - j;</div><div class="line"><a name="l00477"></a><span class="lineno">  477</span>&#160;</div><div class="line"><a name="l00478"></a><span class="lineno">  478</span>&#160;                glm::vec3 vertex = mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j);</div><div class="line"><a name="l00479"></a><span class="lineno">  479</span>&#160;</div><div class="line"><a name="l00480"></a><span class="lineno">  480</span>&#160;                glm::vec3 vertexNormal = extrusionCoef * vertexNormalLookup[{vertex.x, vertex.y, vertex.z}];</div><div class="line"><a name="l00481"></a><span class="lineno">  481</span>&#160;</div><div class="line"><a name="l00482"></a><span class="lineno">  482</span>&#160;                pMesh-&gt;mVertices[3 * (i + trianglesCount) + j] =</div><div class="line"><a name="l00483"></a><span class="lineno">  483</span>&#160;                    aiVector3D(vertex.x - vertexNormal.x, vertex.y - vertexNormal.y, vertex.z - vertexNormal.z);</div><div class="line"><a name="l00484"></a><span class="lineno">  484</span>&#160;</div><div class="line"><a name="l00485"></a><span class="lineno">  485</span>&#160;                pMesh-&gt;mNormals[3 * (i + trianglesCount) + j] =</div><div class="line"><a name="l00486"></a><span class="lineno">  486</span>&#160;                    aiVector3D(-mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().x,</div><div class="line"><a name="l00487"></a><span class="lineno">  487</span>&#160;                               -mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().y,</div><div class="line"><a name="l00488"></a><span class="lineno">  488</span>&#160;                               -mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().z);</div><div class="line"><a name="l00489"></a><span class="lineno">  489</span>&#160;</div><div class="line"><a name="l00490"></a><span class="lineno">  490</span>&#160;                face.mIndices[jRevert] = (<span class="keywordtype">unsigned</span> int)(3 * (i + trianglesCount) + j);</div><div class="line"><a name="l00491"></a><span class="lineno">  491</span>&#160;            }</div><div class="line"><a name="l00492"></a><span class="lineno">  492</span>&#160;        }</div><div class="line"><a name="l00493"></a><span class="lineno">  493</span>&#160;</div><div class="line"><a name="l00494"></a><span class="lineno">  494</span>&#160;        <span class="keywordflow">for</span>(<span class="keywordtype">size_t</span> i = 0; i &lt; borderEdges.size(); i++) {</div><div class="line"><a name="l00495"></a><span class="lineno">  495</span>&#160;            aiFace &amp;face1 = pMesh-&gt;mFaces[(2 * trianglesCount) + (2 * i)];</div><div class="line"><a name="l00496"></a><span class="lineno">  496</span>&#160;            face1.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00497"></a><span class="lineno">  497</span>&#160;            face1.mNumIndices = 3;</div><div class="line"><a name="l00498"></a><span class="lineno">  498</span>&#160;</div><div class="line"><a name="l00499"></a><span class="lineno">  499</span>&#160;            aiFace &amp;face2 = pMesh-&gt;mFaces[(2 * trianglesCount) + (2 * i + 1)];</div><div class="line"><a name="l00500"></a><span class="lineno">  500</span>&#160;            face2.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00501"></a><span class="lineno">  501</span>&#160;            face2.mNumIndices = 3;</div><div class="line"><a name="l00502"></a><span class="lineno">  502</span>&#160;</div><div class="line"><a name="l00503"></a><span class="lineno">  503</span>&#160;            glm::vec3 vertex1 = mGeometry-&gt;getTriangle(borderEdges[i].tri).getVertex(borderEdges[i].id1);</div><div class="line"><a name="l00504"></a><span class="lineno">  504</span>&#160;            glm::vec3 vertex2 = mGeometry-&gt;getTriangle(borderEdges[i].tri).getVertex(borderEdges[i].id2);</div><div class="line"><a name="l00505"></a><span class="lineno">  505</span>&#160;</div><div class="line"><a name="l00506"></a><span class="lineno">  506</span>&#160;            glm::vec3 vertexNormal1 = extrusionCoef * vertexNormalLookup[{vertex1.x, vertex1.y, vertex1.z}];</div><div class="line"><a name="l00507"></a><span class="lineno">  507</span>&#160;            glm::vec3 vertexNormal2 = extrusionCoef * vertexNormalLookup[{vertex2.x, vertex2.y, vertex2.z}];</div><div class="line"><a name="l00508"></a><span class="lineno">  508</span>&#160;</div><div class="line"><a name="l00509"></a><span class="lineno">  509</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 0] = aiVector3D(vertex1.x, vertex1.y, vertex1.z);</div><div class="line"><a name="l00510"></a><span class="lineno">  510</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 1] =</div><div class="line"><a name="l00511"></a><span class="lineno">  511</span>&#160;                aiVector3D(vertex1.x - vertexNormal1.x, vertex1.y - vertexNormal1.y, vertex1.z - vertexNormal1.z);</div><div class="line"><a name="l00512"></a><span class="lineno">  512</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 2] = aiVector3D(vertex2.x, vertex2.y, vertex2.z);</div><div class="line"><a name="l00513"></a><span class="lineno">  513</span>&#160;</div><div class="line"><a name="l00514"></a><span class="lineno">  514</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 3] = aiVector3D(vertex2.x, vertex2.y, vertex2.z);</div><div class="line"><a name="l00515"></a><span class="lineno">  515</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 4] =</div><div class="line"><a name="l00516"></a><span class="lineno">  516</span>&#160;                aiVector3D(vertex1.x - vertexNormal1.x, vertex1.y - vertexNormal1.y, vertex1.z - vertexNormal1.z);</div><div class="line"><a name="l00517"></a><span class="lineno">  517</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 5] =</div><div class="line"><a name="l00518"></a><span class="lineno">  518</span>&#160;                aiVector3D(vertex2.x - vertexNormal2.x, vertex2.y - vertexNormal2.y, vertex2.z - vertexNormal2.z);</div><div class="line"><a name="l00519"></a><span class="lineno">  519</span>&#160;</div><div class="line"><a name="l00520"></a><span class="lineno">  520</span>&#160;            aiVector3D normal = calculateNormal({vertex2, vertex1, vertex1 - vertexNormal1});</div><div class="line"><a name="l00521"></a><span class="lineno">  521</span>&#160;</div><div class="line"><a name="l00522"></a><span class="lineno">  522</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">size_t</span> j = 0; j &lt; 6; j++) {</div><div class="line"><a name="l00523"></a><span class="lineno">  523</span>&#160;                pMesh-&gt;mNormals[3 * 2 * (trianglesCount + i) + j] = normal;</div><div class="line"><a name="l00524"></a><span class="lineno">  524</span>&#160;            }</div><div class="line"><a name="l00525"></a><span class="lineno">  525</span>&#160;</div><div class="line"><a name="l00526"></a><span class="lineno">  526</span>&#160;            face1.mIndices[0] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 0);</div><div class="line"><a name="l00527"></a><span class="lineno">  527</span>&#160;            face1.mIndices[1] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 1);</div><div class="line"><a name="l00528"></a><span class="lineno">  528</span>&#160;            face1.mIndices[2] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 2);</div><div class="line"><a name="l00529"></a><span class="lineno">  529</span>&#160;</div><div class="line"><a name="l00530"></a><span class="lineno">  530</span>&#160;            face2.mIndices[0] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 3);</div><div class="line"><a name="l00531"></a><span class="lineno">  531</span>&#160;            face2.mIndices[1] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 4);</div><div class="line"><a name="l00532"></a><span class="lineno">  532</span>&#160;            face2.mIndices[2] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 5);</div><div class="line"><a name="l00533"></a><span class="lineno">  533</span>&#160;        }</div><div class="line"><a name="l00534"></a><span class="lineno">  534</span>&#160;</div><div class="line"><a name="l00535"></a><span class="lineno">  535</span>&#160;        <span class="keywordflow">return</span> scene;</div><div class="line"><a name="l00536"></a><span class="lineno">  536</span>&#160;    }</div><div class="line"><a name="l00537"></a><span class="lineno">  537</span>&#160;</div><div class="line"><a name="l00538"></a><span class="lineno">  538</span>&#160;    std::unique_ptr&lt;aiScene&gt; createNewPolyScene(</div><div class="line"><a name="l00539"></a><span class="lineno">  539</span>&#160;        std::vector&lt;DetailedTriangleId&gt; &amp;triangleIndices,</div><div class="line"><a name="l00540"></a><span class="lineno">  540</span>&#160;        std::unordered_map&lt;PolyhedronData::vertex_descriptor, glm::vec3&gt; &amp;vertexNormals,</div><div class="line"><a name="l00541"></a><span class="lineno">  541</span>&#160;        std::set&lt;PolyhedronData::halfedge_descriptor&gt; &amp;borderEdges,</div><div class="line"><a name="l00542"></a><span class="lineno">  542</span>&#160;        std::map&lt;PolyhedronData::vertex_descriptor, float&gt; &amp;vertexSDF, <span class="keywordtype">float</span> userCoef) {</div><div class="line"><a name="l00543"></a><span class="lineno">  543</span>&#160;        <span class="keywordtype">size_t</span> borderTriangleCount = 2 * borderEdges.size();</div><div class="line"><a name="l00544"></a><span class="lineno">  544</span>&#160;</div><div class="line"><a name="l00545"></a><span class="lineno">  545</span>&#160;        <span class="keywordtype">float</span> extrusionCoef = glm::length(mGeometry-&gt;getBoundingBoxMax() - mGeometry-&gt;getBoundingBoxMin()) * userCoef;</div><div class="line"><a name="l00546"></a><span class="lineno">  546</span>&#160;</div><div class="line"><a name="l00547"></a><span class="lineno">  547</span>&#160;        <span class="keywordtype">bool</span> withSDF = !vertexSDF.empty();</div><div class="line"><a name="l00548"></a><span class="lineno">  548</span>&#160;</div><div class="line"><a name="l00549"></a><span class="lineno">  549</span>&#160;        <span class="keywordtype">float</span> maxSdfValue = 0.0f;</div><div class="line"><a name="l00550"></a><span class="lineno">  550</span>&#160;        <span class="keywordflow">if</span>(withSDF) {</div><div class="line"><a name="l00551"></a><span class="lineno">  551</span>&#160;            <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;v : vertexSDF) {</div><div class="line"><a name="l00552"></a><span class="lineno">  552</span>&#160;                <span class="keywordflow">if</span>(v.second &gt; maxSdfValue) {</div><div class="line"><a name="l00553"></a><span class="lineno">  553</span>&#160;                    maxSdfValue = v.second;</div><div class="line"><a name="l00554"></a><span class="lineno">  554</span>&#160;                }</div><div class="line"><a name="l00555"></a><span class="lineno">  555</span>&#160;            }</div><div class="line"><a name="l00556"></a><span class="lineno">  556</span>&#160;        }</div><div class="line"><a name="l00557"></a><span class="lineno">  557</span>&#160;</div><div class="line"><a name="l00558"></a><span class="lineno">  558</span>&#160;        std::unique_ptr&lt;aiScene&gt; scene = std::make_unique&lt;aiScene&gt;();</div><div class="line"><a name="l00559"></a><span class="lineno">  559</span>&#160;        scene-&gt;mRootNode = <span class="keyword">new</span> aiNode();</div><div class="line"><a name="l00560"></a><span class="lineno">  560</span>&#160;</div><div class="line"><a name="l00561"></a><span class="lineno">  561</span>&#160;        scene-&gt;mMaterials = <span class="keyword">new</span> aiMaterial *[1];</div><div class="line"><a name="l00562"></a><span class="lineno">  562</span>&#160;        scene-&gt;mMaterials[0] = <span class="keyword">nullptr</span>;</div><div class="line"><a name="l00563"></a><span class="lineno">  563</span>&#160;        scene-&gt;mNumMaterials = 1;</div><div class="line"><a name="l00564"></a><span class="lineno">  564</span>&#160;</div><div class="line"><a name="l00565"></a><span class="lineno">  565</span>&#160;        scene-&gt;mMaterials[0] = <span class="keyword">new</span> aiMaterial();</div><div class="line"><a name="l00566"></a><span class="lineno">  566</span>&#160;</div><div class="line"><a name="l00567"></a><span class="lineno">  567</span>&#160;        scene-&gt;mMeshes = <span class="keyword">new</span> aiMesh *[1];</div><div class="line"><a name="l00568"></a><span class="lineno">  568</span>&#160;        scene-&gt;mMeshes[0] = <span class="keyword">nullptr</span>;</div><div class="line"><a name="l00569"></a><span class="lineno">  569</span>&#160;        scene-&gt;mNumMeshes = 1;</div><div class="line"><a name="l00570"></a><span class="lineno">  570</span>&#160;</div><div class="line"><a name="l00571"></a><span class="lineno">  571</span>&#160;        scene-&gt;mMeshes[0] = <span class="keyword">new</span> aiMesh();</div><div class="line"><a name="l00572"></a><span class="lineno">  572</span>&#160;        scene-&gt;mMeshes[0]-&gt;mMaterialIndex = 0;</div><div class="line"><a name="l00573"></a><span class="lineno">  573</span>&#160;</div><div class="line"><a name="l00574"></a><span class="lineno">  574</span>&#160;        scene-&gt;mRootNode-&gt;mMeshes = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[1];</div><div class="line"><a name="l00575"></a><span class="lineno">  575</span>&#160;        scene-&gt;mRootNode-&gt;mMeshes[0] = 0;</div><div class="line"><a name="l00576"></a><span class="lineno">  576</span>&#160;        scene-&gt;mRootNode-&gt;mNumMeshes = 1;</div><div class="line"><a name="l00577"></a><span class="lineno">  577</span>&#160;</div><div class="line"><a name="l00578"></a><span class="lineno">  578</span>&#160;        <span class="keyword">auto</span> pMesh = scene-&gt;mMeshes[0];</div><div class="line"><a name="l00579"></a><span class="lineno">  579</span>&#160;</div><div class="line"><a name="l00580"></a><span class="lineno">  580</span>&#160;        <span class="keywordtype">size_t</span> trianglesCount = triangleIndices.size();</div><div class="line"><a name="l00581"></a><span class="lineno">  581</span>&#160;</div><div class="line"><a name="l00582"></a><span class="lineno">  582</span>&#160;        pMesh-&gt;mVertices = <span class="keyword">new</span> aiVector3D[3 * (trianglesCount * 2 + borderTriangleCount)];</div><div class="line"><a name="l00583"></a><span class="lineno">  583</span>&#160;        pMesh-&gt;mNormals = <span class="keyword">new</span> aiVector3D[3 * (trianglesCount * 2 + borderTriangleCount)];</div><div class="line"><a name="l00584"></a><span class="lineno">  584</span>&#160;</div><div class="line"><a name="l00585"></a><span class="lineno">  585</span>&#160;        pMesh-&gt;mNumVertices = (<span class="keywordtype">unsigned</span> int)(3 * (trianglesCount * 2 + borderTriangleCount));</div><div class="line"><a name="l00586"></a><span class="lineno">  586</span>&#160;</div><div class="line"><a name="l00587"></a><span class="lineno">  587</span>&#160;        pMesh-&gt;mFaces = <span class="keyword">new</span> aiFace[trianglesCount * 2 + borderTriangleCount];</div><div class="line"><a name="l00588"></a><span class="lineno">  588</span>&#160;        pMesh-&gt;mNumFaces = (<span class="keywordtype">unsigned</span> int)(trianglesCount * 2 + borderTriangleCount);</div><div class="line"><a name="l00589"></a><span class="lineno">  589</span>&#160;</div><div class="line"><a name="l00590"></a><span class="lineno">  590</span>&#160;        <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; trianglesCount; i++) {</div><div class="line"><a name="l00591"></a><span class="lineno">  591</span>&#160;            aiFace &amp;face = pMesh-&gt;mFaces[i];</div><div class="line"><a name="l00592"></a><span class="lineno">  592</span>&#160;            face.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00593"></a><span class="lineno">  593</span>&#160;            face.mNumIndices = 3;</div><div class="line"><a name="l00594"></a><span class="lineno">  594</span>&#160;</div><div class="line"><a name="l00595"></a><span class="lineno">  595</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt; face.mNumIndices; j++) {</div><div class="line"><a name="l00596"></a><span class="lineno">  596</span>&#160;                pMesh-&gt;mVertices[3 * i + j] = aiVector3D(mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).x,</div><div class="line"><a name="l00597"></a><span class="lineno">  597</span>&#160;                                                         mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).y,</div><div class="line"><a name="l00598"></a><span class="lineno">  598</span>&#160;                                                         mGeometry-&gt;getTriangle(triangleIndices[i]).getVertex(j).z);</div><div class="line"><a name="l00599"></a><span class="lineno">  599</span>&#160;</div><div class="line"><a name="l00600"></a><span class="lineno">  600</span>&#160;                pMesh-&gt;mNormals[3 * i + j] = aiVector3D(mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().x,</div><div class="line"><a name="l00601"></a><span class="lineno">  601</span>&#160;                                                        mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().y,</div><div class="line"><a name="l00602"></a><span class="lineno">  602</span>&#160;                                                        mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().z);</div><div class="line"><a name="l00603"></a><span class="lineno">  603</span>&#160;</div><div class="line"><a name="l00604"></a><span class="lineno">  604</span>&#160;                face.mIndices[j] = 3 * i + j;</div><div class="line"><a name="l00605"></a><span class="lineno">  605</span>&#160;            }</div><div class="line"><a name="l00606"></a><span class="lineno">  606</span>&#160;        }</div><div class="line"><a name="l00607"></a><span class="lineno">  607</span>&#160;</div><div class="line"><a name="l00608"></a><span class="lineno">  608</span>&#160;        <span class="keyword">auto</span> &amp;detailedFaceDescs = mGeometry-&gt;getMeshDetailedFaceDescs();</div><div class="line"><a name="l00609"></a><span class="lineno">  609</span>&#160;</div><div class="line"><a name="l00610"></a><span class="lineno">  610</span>&#160;        <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> i = 0; i &lt; trianglesCount; i++) {</div><div class="line"><a name="l00611"></a><span class="lineno">  611</span>&#160;            aiFace &amp;face = pMesh-&gt;mFaces[i + trianglesCount];</div><div class="line"><a name="l00612"></a><span class="lineno">  612</span>&#160;            face.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00613"></a><span class="lineno">  613</span>&#160;            face.mNumIndices = 3;</div><div class="line"><a name="l00614"></a><span class="lineno">  614</span>&#160;</div><div class="line"><a name="l00615"></a><span class="lineno">  615</span>&#160;            <span class="keyword">const</span> <span class="keyword">auto</span> polyFaceIterator = detailedFaceDescs.find(triangleIndices[i]);</div><div class="line"><a name="l00616"></a><span class="lineno">  616</span>&#160;            P_ASSERT(polyFaceIterator != detailedFaceDescs.cend());</div><div class="line"><a name="l00617"></a><span class="lineno">  617</span>&#160;            <span class="keyword">const</span> PolyhedronData::face_descriptor polyFace = polyFaceIterator-&gt;second;</div><div class="line"><a name="l00618"></a><span class="lineno">  618</span>&#160;</div><div class="line"><a name="l00619"></a><span class="lineno">  619</span>&#160;            <span class="keyword">const</span> <span class="keyword">auto</span> halfedge = mGeometry-&gt;getMeshDetailed()-&gt;halfedge(polyFace);</div><div class="line"><a name="l00620"></a><span class="lineno">  620</span>&#160;            <span class="keyword">auto</span> itHalfedge = halfedge;</div><div class="line"><a name="l00621"></a><span class="lineno">  621</span>&#160;</div><div class="line"><a name="l00622"></a><span class="lineno">  622</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> j = 0; j &lt; face.mNumIndices; j++) {</div><div class="line"><a name="l00623"></a><span class="lineno">  623</span>&#160;                <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span> jRevert = 2 - j;</div><div class="line"><a name="l00624"></a><span class="lineno">  624</span>&#160;</div><div class="line"><a name="l00625"></a><span class="lineno">  625</span>&#160;                <span class="keyword">auto</span> polyVertex = mGeometry-&gt;getMeshDetailed()-&gt;target(itHalfedge);</div><div class="line"><a name="l00626"></a><span class="lineno">  626</span>&#160;</div><div class="line"><a name="l00627"></a><span class="lineno">  627</span>&#160;                <span class="keyword">auto</span> &amp;p = mGeometry-&gt;getMeshDetailed()-&gt;point(polyVertex);</div><div class="line"><a name="l00628"></a><span class="lineno">  628</span>&#160;                glm::vec3 vertex(p.x(), p.y(), p.z());</div><div class="line"><a name="l00629"></a><span class="lineno">  629</span>&#160;                glm::vec3 vertexNormal = extrusionCoef * vertexNormals[polyVertex];</div><div class="line"><a name="l00630"></a><span class="lineno">  630</span>&#160;</div><div class="line"><a name="l00631"></a><span class="lineno">  631</span>&#160;                <span class="keywordflow">if</span>(withSDF) {</div><div class="line"><a name="l00632"></a><span class="lineno">  632</span>&#160;                    vertexNormal *= vertexSDF[polyVertex] / maxSdfValue;</div><div class="line"><a name="l00633"></a><span class="lineno">  633</span>&#160;                }</div><div class="line"><a name="l00634"></a><span class="lineno">  634</span>&#160;</div><div class="line"><a name="l00635"></a><span class="lineno">  635</span>&#160;                pMesh-&gt;mVertices[3 * (i + trianglesCount) + j] =</div><div class="line"><a name="l00636"></a><span class="lineno">  636</span>&#160;                    aiVector3D(vertex.x - vertexNormal.x, vertex.y - vertexNormal.y, vertex.z - vertexNormal.z);</div><div class="line"><a name="l00637"></a><span class="lineno">  637</span>&#160;</div><div class="line"><a name="l00638"></a><span class="lineno">  638</span>&#160;                pMesh-&gt;mNormals[3 * (i + trianglesCount) + j] =</div><div class="line"><a name="l00639"></a><span class="lineno">  639</span>&#160;                    aiVector3D(-mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().x,</div><div class="line"><a name="l00640"></a><span class="lineno">  640</span>&#160;                               -mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().y,</div><div class="line"><a name="l00641"></a><span class="lineno">  641</span>&#160;                               -mGeometry-&gt;getTriangle(triangleIndices[i]).getNormal().z);</div><div class="line"><a name="l00642"></a><span class="lineno">  642</span>&#160;</div><div class="line"><a name="l00643"></a><span class="lineno">  643</span>&#160;                face.mIndices[jRevert] = (<span class="keywordtype">unsigned</span> int)(3 * (i + trianglesCount) + j);</div><div class="line"><a name="l00644"></a><span class="lineno">  644</span>&#160;</div><div class="line"><a name="l00645"></a><span class="lineno">  645</span>&#160;                itHalfedge = mGeometry-&gt;getMeshDetailed()-&gt;next(itHalfedge);</div><div class="line"><a name="l00646"></a><span class="lineno">  646</span>&#160;            }</div><div class="line"><a name="l00647"></a><span class="lineno">  647</span>&#160;            P_ASSERT(halfedge == itHalfedge);</div><div class="line"><a name="l00648"></a><span class="lineno">  648</span>&#160;        }</div><div class="line"><a name="l00649"></a><span class="lineno">  649</span>&#160;</div><div class="line"><a name="l00650"></a><span class="lineno">  650</span>&#160;        <span class="keywordtype">size_t</span> i = 0;</div><div class="line"><a name="l00651"></a><span class="lineno">  651</span>&#160;        <span class="keywordflow">for</span>(<span class="keyword">auto</span> &amp;edge : borderEdges) {</div><div class="line"><a name="l00652"></a><span class="lineno">  652</span>&#160;            aiFace &amp;face1 = pMesh-&gt;mFaces[(2 * trianglesCount) + (2 * i)];</div><div class="line"><a name="l00653"></a><span class="lineno">  653</span>&#160;            face1.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00654"></a><span class="lineno">  654</span>&#160;            face1.mNumIndices = 3;</div><div class="line"><a name="l00655"></a><span class="lineno">  655</span>&#160;</div><div class="line"><a name="l00656"></a><span class="lineno">  656</span>&#160;            aiFace &amp;face2 = pMesh-&gt;mFaces[(2 * trianglesCount) + (2 * i + 1)];</div><div class="line"><a name="l00657"></a><span class="lineno">  657</span>&#160;            face2.mIndices = <span class="keyword">new</span> <span class="keywordtype">unsigned</span> <span class="keywordtype">int</span>[3];</div><div class="line"><a name="l00658"></a><span class="lineno">  658</span>&#160;            face2.mNumIndices = 3;</div><div class="line"><a name="l00659"></a><span class="lineno">  659</span>&#160;</div><div class="line"><a name="l00660"></a><span class="lineno">  660</span>&#160;            <span class="keyword">auto</span> polyVertex1 = mGeometry-&gt;getMeshDetailed()-&gt;source(edge);</div><div class="line"><a name="l00661"></a><span class="lineno">  661</span>&#160;            <span class="keyword">auto</span> polyVertex2 = mGeometry-&gt;getMeshDetailed()-&gt;target(edge);</div><div class="line"><a name="l00662"></a><span class="lineno">  662</span>&#160;</div><div class="line"><a name="l00663"></a><span class="lineno">  663</span>&#160;            <span class="keyword">auto</span> &amp;p1 = mGeometry-&gt;getMeshDetailed()-&gt;point(polyVertex1);</div><div class="line"><a name="l00664"></a><span class="lineno">  664</span>&#160;            <span class="keyword">auto</span> &amp;p2 = mGeometry-&gt;getMeshDetailed()-&gt;point(polyVertex2);</div><div class="line"><a name="l00665"></a><span class="lineno">  665</span>&#160;</div><div class="line"><a name="l00666"></a><span class="lineno">  666</span>&#160;            glm::vec3 vertex1(p1.x(), p1.y(), p1.z());</div><div class="line"><a name="l00667"></a><span class="lineno">  667</span>&#160;            glm::vec3 vertex2(p2.x(), p2.y(), p2.z());</div><div class="line"><a name="l00668"></a><span class="lineno">  668</span>&#160;</div><div class="line"><a name="l00669"></a><span class="lineno">  669</span>&#160;            glm::vec3 vertexNormal1 = extrusionCoef * vertexNormals[polyVertex1];</div><div class="line"><a name="l00670"></a><span class="lineno">  670</span>&#160;            glm::vec3 vertexNormal2 = extrusionCoef * vertexNormals[polyVertex2];</div><div class="line"><a name="l00671"></a><span class="lineno">  671</span>&#160;</div><div class="line"><a name="l00672"></a><span class="lineno">  672</span>&#160;            <span class="keywordflow">if</span>(!vertexSDF.empty()) {</div><div class="line"><a name="l00673"></a><span class="lineno">  673</span>&#160;                vertexNormal1 *= vertexSDF[polyVertex1] / maxSdfValue;</div><div class="line"><a name="l00674"></a><span class="lineno">  674</span>&#160;                vertexNormal2 *= vertexSDF[polyVertex2] / maxSdfValue;</div><div class="line"><a name="l00675"></a><span class="lineno">  675</span>&#160;            }</div><div class="line"><a name="l00676"></a><span class="lineno">  676</span>&#160;</div><div class="line"><a name="l00677"></a><span class="lineno">  677</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 0] = aiVector3D(vertex1.x, vertex1.y, vertex1.z);</div><div class="line"><a name="l00678"></a><span class="lineno">  678</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 1] =</div><div class="line"><a name="l00679"></a><span class="lineno">  679</span>&#160;                aiVector3D(vertex1.x - vertexNormal1.x, vertex1.y - vertexNormal1.y, vertex1.z - vertexNormal1.z);</div><div class="line"><a name="l00680"></a><span class="lineno">  680</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 2] = aiVector3D(vertex2.x, vertex2.y, vertex2.z);</div><div class="line"><a name="l00681"></a><span class="lineno">  681</span>&#160;</div><div class="line"><a name="l00682"></a><span class="lineno">  682</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 3] = aiVector3D(vertex2.x, vertex2.y, vertex2.z);</div><div class="line"><a name="l00683"></a><span class="lineno">  683</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 4] =</div><div class="line"><a name="l00684"></a><span class="lineno">  684</span>&#160;                aiVector3D(vertex1.x - vertexNormal1.x, vertex1.y - vertexNormal1.y, vertex1.z - vertexNormal1.z);</div><div class="line"><a name="l00685"></a><span class="lineno">  685</span>&#160;            pMesh-&gt;mVertices[3 * 2 * (trianglesCount + i) + 5] =</div><div class="line"><a name="l00686"></a><span class="lineno">  686</span>&#160;                aiVector3D(vertex2.x - vertexNormal2.x, vertex2.y - vertexNormal2.y, vertex2.z - vertexNormal2.z);</div><div class="line"><a name="l00687"></a><span class="lineno">  687</span>&#160;</div><div class="line"><a name="l00688"></a><span class="lineno">  688</span>&#160;            aiVector3D normal = calculateNormal({vertex2, vertex1, vertex1 - vertexNormal1});</div><div class="line"><a name="l00689"></a><span class="lineno">  689</span>&#160;</div><div class="line"><a name="l00690"></a><span class="lineno">  690</span>&#160;            <span class="keywordflow">for</span>(<span class="keywordtype">size_t</span> j = 0; j &lt; 6; j++) {</div><div class="line"><a name="l00691"></a><span class="lineno">  691</span>&#160;                pMesh-&gt;mNormals[3 * 2 * (trianglesCount + i) + j] = normal;</div><div class="line"><a name="l00692"></a><span class="lineno">  692</span>&#160;            }</div><div class="line"><a name="l00693"></a><span class="lineno">  693</span>&#160;</div><div class="line"><a name="l00694"></a><span class="lineno">  694</span>&#160;            face1.mIndices[0] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 0);</div><div class="line"><a name="l00695"></a><span class="lineno">  695</span>&#160;            face1.mIndices[1] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 1);</div><div class="line"><a name="l00696"></a><span class="lineno">  696</span>&#160;            face1.mIndices[2] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 2);</div><div class="line"><a name="l00697"></a><span class="lineno">  697</span>&#160;</div><div class="line"><a name="l00698"></a><span class="lineno">  698</span>&#160;            face2.mIndices[0] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 3);</div><div class="line"><a name="l00699"></a><span class="lineno">  699</span>&#160;            face2.mIndices[1] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 4);</div><div class="line"><a name="l00700"></a><span class="lineno">  700</span>&#160;            face2.mIndices[2] = (<span class="keywordtype">unsigned</span> int)(3 * 2 * (trianglesCount + i) + 5);</div><div class="line"><a name="l00701"></a><span class="lineno">  701</span>&#160;</div><div class="line"><a name="l00702"></a><span class="lineno">  702</span>&#160;            i++;</div><div class="line"><a name="l00703"></a><span class="lineno">  703</span>&#160;        }</div><div class="line"><a name="l00704"></a><span class="lineno">  704</span>&#160;</div><div class="line"><a name="l00705"></a><span class="lineno">  705</span>&#160;        <span class="keywordflow">return</span> scene;</div><div class="line"><a name="l00706"></a><span class="lineno">  706</span>&#160;    }</div><div class="line"><a name="l00707"></a><span class="lineno">  707</span>&#160;</div><div class="line"><a name="l00709"></a><span class="lineno"><a class="line" href="classpepr3d_1_1_model_exporter.html#a0ac9e0564adb8d2a8d3283b19aa033de">  709</a></span>&#160;    <span class="keyword">static</span> aiVector3D <a class="code" href="classpepr3d_1_1_model_exporter.html#a0ac9e0564adb8d2a8d3283b19aa033de">calculateNormal</a>(<span class="keyword">const</span> std::array&lt;glm::vec3, 3&gt; vertices) {</div><div class="line"><a name="l00710"></a><span class="lineno">  710</span>&#160;        <span class="keyword">const</span> glm::vec3 p0 = vertices[1] - vertices[0];</div><div class="line"><a name="l00711"></a><span class="lineno">  711</span>&#160;        <span class="keyword">const</span> glm::vec3 p1 = vertices[2] - vertices[0];</div><div class="line"><a name="l00712"></a><span class="lineno">  712</span>&#160;        <span class="keyword">const</span> glm::vec3 faceNormal = glm::normalize(glm::cross(p0, p1));</div><div class="line"><a name="l00713"></a><span class="lineno">  713</span>&#160;</div><div class="line"><a name="l00714"></a><span class="lineno">  714</span>&#160;        <span class="keywordflow">return</span> aiVector3D(faceNormal.x, faceNormal.y, faceNormal.z);</div><div class="line"><a name="l00715"></a><span class="lineno">  715</span>&#160;    }</div><div class="line"><a name="l00716"></a><span class="lineno">  716</span>&#160;};</div><div class="line"><a name="l00717"></a><span class="lineno">  717</span>&#160;</div><div class="line"><a name="l00718"></a><span class="lineno">  718</span>&#160;}  <span class="comment">// namespace pepr3d</span></div><div class="ttc" id="classpepr3d_1_1_model_exporter_html_a653be5616accde4e5dbb5c82bb260932"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#a653be5616accde4e5dbb5c82bb260932">pepr3d::ModelExporter::normalizeSummedNormals</a></div><div class="ttdeci">void normalizeSummedNormals(std::map&lt; std::array&lt; float, 3 &gt;, glm::vec3 &gt; &amp;summedVertexNormals)</div><div class="ttdoc">Normalize summed vertex normals.</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:190</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_a0ae56b6392c9db26a14ddd7a365a40fc"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#a0ae56b6392c9db26a14ddd7a365a40fc">pepr3d::ModelExporter::selectBoundaryEdgesByColor</a></div><div class="ttdeci">std::vector&lt; IndexedEdge &gt; selectBoundaryEdgesByColor(std::map&lt; std::array&lt; std::array&lt; float, 3 &gt;, 2 &gt;, IndexedEdge &gt; &amp;edgeLookup, colorIndex color)</div><div class="ttdoc">Returns a vector of IndexedEdge that were boundary and with the specified color.</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:209</div></div>
<div class="ttc" id="namespacepepr3d_html"><div class="ttname"><a href="namespacepepr3d.html">pepr3d</a></div><div class="ttdoc">Fix for CGAL bugs in polygon with holes verification Contained in CGAL PR #3688, likely to be in 4....</div><div class="ttdef"><b>Definition:</b> CmdColorManager.h:9</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_a4fd1351a4fb5634b761f1693206e0a1d"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#a4fd1351a4fb5634b761f1693206e0a1d">pepr3d::ModelExporter::createScenes</a></div><div class="ttdeci">std::map&lt; colorIndex, std::unique_ptr&lt; aiScene &gt; &gt; createScenes(ExportType exportType)</div><div class="ttdoc">Returns a map where each color index has a corresponding exported Assimp scene.</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:36</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_a1e9c64e2f9dd0482f3216ff9cfd016f3"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#a1e9c64e2f9dd0482f3216ff9cfd016f3">pepr3d::ModelExporter::createPolyScenes</a></div><div class="ttdeci">std::map&lt; colorIndex, std::unique_ptr&lt; aiScene &gt; &gt; createPolyScenes(bool withSDF)</div><div class="ttdoc">Creates extruded scenes with the need for a CGAL Polyhedron. Optionally extrudes relative to SDF valu...</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:223</div></div>
<div class="ttc" id="structpepr3d_1_1_geometry_progress_html"><div class="ttname"><a href="structpepr3d_1_1_geometry_progress.html">pepr3d::GeometryProgress</a></div><div class="ttdoc">Atomic values representing percentage progress of geometry import, export, and SDF computation.</div><div class="ttdef"><b>Definition:</b> GeometryProgress.h:8</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_a31cfba9f522ed35f2f25e1d88f5c0291"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#a31cfba9f522ed35f2f25e1d88f5c0291">pepr3d::ModelExporter::createNonPolySurfaceScenes</a></div><div class="ttdeci">std::map&lt; colorIndex, std::unique_ptr&lt; aiScene &gt; &gt; createNonPolySurfaceScenes()</div><div class="ttdoc">Creates surface only exported scenes without the need for a CGAL Polyhedron. Returns a map where each...</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:104</div></div>
<div class="ttc" id="classpepr3d_1_1_geometry_html_acca576cfa8a735ecfe36e4fca67204d8"><div class="ttname"><a href="classpepr3d_1_1_geometry.html#acca576cfa8a735ecfe36e4fca67204d8">pepr3d::Geometry::getTriangleCount</a></div><div class="ttdeci">size_t getTriangleCount() const</div><div class="ttdoc">Return the number of triangles in the whole mesh.</div><div class="ttdef"><b>Definition:</b> Geometry.h:288</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_a395f37149485a267944542b378546f6e"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#a395f37149485a267944542b378546f6e">pepr3d::ModelExporter::setExtrusionCoef</a></div><div class="ttdeci">void setExtrusionCoef(std::vector&lt; float &gt; extrusionCoef)</div><div class="ttdoc">Sets extrusion coefficients between 0 and 1 indexed by the color index. The vector has to be as long ...</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:89</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_a0521b274720d0ad6beeaae466718fa45"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#a0521b274720d0ad6beeaae466718fa45">pepr3d::ModelExporter::saveModel</a></div><div class="ttdeci">void saveModel(const std::string filePath, const std::string fileName, const std::string fileType, ExportType exportType)</div><div class="ttdoc">Saves the exported Geometry to files, may throw an exception on error.</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:48</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_ab278eb54afeced3be63e4e5eccdf3802"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#ab278eb54afeced3be63e4e5eccdf3802">pepr3d::ModelExporter::computeBoundaryEdges</a></div><div class="ttdeci">void computeBoundaryEdges(std::map&lt; std::array&lt; std::array&lt; float, 3 &gt;, 2 &gt;, IndexedEdge &gt; &amp;edgeLookup)</div><div class="ttdoc">Decide if the edge is between two colors.</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:197</div></div>
<div class="ttc" id="structpepr3d_1_1_detailed_triangle_id_html"><div class="ttname"><a href="structpepr3d_1_1_detailed_triangle_id.html">pepr3d::DetailedTriangleId</a></div><div class="ttdoc">Triangle ID in all detailed triangles Face index in mMeshDetailed faces;.</div><div class="ttdef"><b>Definition:</b> TrianglePrimitive.h:10</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_a0ac9e0564adb8d2a8d3283b19aa033de"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#a0ac9e0564adb8d2a8d3283b19aa033de">pepr3d::ModelExporter::calculateNormal</a></div><div class="ttdeci">static aiVector3D calculateNormal(const std::array&lt; glm::vec3, 3 &gt; vertices)</div><div class="ttdoc">Returns a normal vector of a triangle.</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:709</div></div>
<div class="ttc" id="classpepr3d_1_1_geometry_html"><div class="ttname"><a href="classpepr3d_1_1_geometry.html">pepr3d::Geometry</a></div><div class="ttdoc">The whole geometry of a model that the user is painting.</div><div class="ttdef"><b>Definition:</b> Geometry.h:34</div></div>
<div class="ttc" id="structpepr3d_1_1_model_exporter_1_1_indexed_edge_html"><div class="ttname"><a href="structpepr3d_1_1_model_exporter_1_1_indexed_edge.html">pepr3d::ModelExporter::IndexedEdge</a></div><div class="ttdef"><b>Definition:</b> ModelExporter.h:94</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_aaf14c84e428fce47a5aefd330218e0c8"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#aaf14c84e428fce47a5aefd330218e0c8">pepr3d::ModelExporter::createNonPolyScenes</a></div><div class="ttdeci">std::map&lt; colorIndex, std::unique_ptr&lt; aiScene &gt; &gt; createNonPolyScenes()</div><div class="ttdoc">Creates extruded scenes without the need for a CGAL Polyhedron. Returns a map where each color index ...</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:142</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html_aebf51f53d44f88e180a63900aedd386c"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html#aebf51f53d44f88e180a63900aedd386c">pepr3d::ModelExporter::createPolySurfaceScenes</a></div><div class="ttdeci">std::map&lt; colorIndex, std::unique_ptr&lt; aiScene &gt; &gt; createPolySurfaceScenes()</div><div class="ttdoc">Creates surface only exported scenes with the need for a CGAL Polyhedron. Returns a map where each co...</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:123</div></div>
<div class="ttc" id="classpepr3d_1_1_model_exporter_html"><div class="ttname"><a href="classpepr3d_1_1_model_exporter.html">pepr3d::ModelExporter</a></div><div class="ttdoc">Exports Geometry to separate files via Assimp, supports surface export and depth extrusions.</div><div class="ttdef"><b>Definition:</b> ModelExporter.h:26</div></div>
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